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  • lowenz
  • lowenz's Avatar
21 Nov 2020 13:45 - 21 Nov 2020 13:45
Replied by lowenz on topic 4.8

4.8

Category: Releases

Issue in Bloodrayne (original release from 2002, not the Terminal Cut), using d3d8to9 converter (lastest version, provided binaries or self-built ones). The issue is NOT present using dgVoodoo2 (dgVoodoo2+ReShade -> works like a charm) !

ReShade initializes but I can't see nothing on screen.
Log:

14:18:19:204 [01772] | INFO | Initializing crosire's ReShade version '4.8.2.930' (32-bit) built on '2020-10-31 14:07:19' loaded from "E:\BloodRayne\d3d9.dll" into "E:\BloodRayne\rayne.exe" ...
14:18:19:220 [01772] | INFO | Registering hooks for "user32.dll" ...
14:18:19:220 [01772] | INFO | > Libraries loaded.
14:18:19:220 [01772] | INFO | > Found 14 match(es). Installing ...
14:18:19:235 [01772] | INFO | Registering hooks for "ws2_32.dll" ...
14:18:19:235 [01772] | INFO | > Libraries loaded.
14:18:19:235 [01772] | INFO | > Found 8 match(es). Installing ...
14:18:19:251 [01772] | INFO | Registering hooks for "C:\WINDOWS\system32\d2d1.dll" ...
14:18:19:251 [01772] | INFO | > Delayed.
14:18:19:251 [01772] | INFO | Registering hooks for "C:\WINDOWS\system32\d3d9.dll" ...
14:18:19:251 [01772] | INFO | > Delayed until first call to an exported function.
14:18:19:251 [01772] | INFO | Registering hooks for "C:\WINDOWS\system32\d3d10.dll" ...
14:18:19:251 [01772] | INFO | > Delayed.
14:18:19:251 [01772] | INFO | Registering hooks for "C:\WINDOWS\system32\d3d10_1.dll" ...
14:18:19:251 [01772] | INFO | > Delayed.
14:18:19:251 [01772] | INFO | Registering hooks for "C:\WINDOWS\system32\d3d11.dll" ...
14:18:19:251 [01772] | INFO | > Delayed.
14:18:19:251 [01772] | INFO | Registering hooks for "C:\WINDOWS\system32\d3d12.dll" ...
14:18:19:251 [01772] | INFO | > Delayed.
14:18:19:251 [01772] | INFO | Registering hooks for "C:\WINDOWS\system32\dxgi.dll" ...
14:18:19:251 [01772] | INFO | > Delayed.
14:18:19:251 [01772] | INFO | Registering hooks for "C:\WINDOWS\system32\opengl32.dll" ...
14:18:19:251 [01772] | INFO | > Delayed.
14:18:19:251 [01772] | INFO | Initialized.
14:18:19:251 [01772] | INFO | Redirecting Direct3DCreate9(SDKVersion = 32) ...
14:18:19:251 [01772] | INFO | Installing export hooks for "C:\WINDOWS\system32\d3d9.dll" ...
14:18:19:251 [01772] | INFO | > Found 9 match(es). Installing ...
14:18:19:302 [01772] | INFO | Redirecting Direct3DCreate9(SDKVersion = 32) ...
14:18:20:588 [01772] | INFO | Exiting ...
14:18:20:588 [01772] | INFO | Uninstalling 36 hook(s) ...
14:18:21:668 [01772] | INFO | Finished exiting.
  • olderndirt
  • olderndirt's Avatar
18 Nov 2020 19:03
Replied by olderndirt on topic Isolated issue with XP11.50

Isolated issue with XP11.50

Category: Troubleshooting

Don't think the problem's with Reshade - works fine with my other aircraft but I was curious if there have been similar instances with this particular plane (AFL Kingair350). When I started with XP11.50, Reshade wouldn't run in 'openGL' but removing the 'opengl32.dll' file did the trick - nothing made it work with Vulkan. Uninstalling and reinstalling the latest version of Reshade allowed it to work with both API's but it still doesn't like that Beechcraft. Word is that AFL's new plugin 'Xjet' rather than the previous 'SALS3' is the culprit.
  • bobrocks
  • bobrocks's Avatar
11 Nov 2020 00:57
Replied by bobrocks on topic Reshade UI won't open

Reshade UI won't open

Category: Troubleshooting

I have finally fixed the issue.

In Australia we use this app called Citrix for online work nowadays, this seems to cause some issues with the Reshade overlay (even when it's turned off).

I completely uninstalled it, and now my Reshade menu works like a charm.

This isn't most ideal, as I need Citrix to do my work, but at least I have found the cause of this frustrating problem.

TLDR; to any Australians that might read this, be wary of Citrix Receiver as it could cause issues with the Reshade Overlay.
  • Brainfreeze
  • Brainfreeze's Avatar
04 Nov 2020 21:34
Unable to toggle Reshade menu was created by Brainfreeze

Unable to toggle Reshade menu

Category: Troubleshooting

Hi Guys,
Reshade loads up (in DCS World) and I get the banner (press ' home' for tuto etc) but the home key does nothing.

Uninstalled it / reinstalled ... still no luck


Deleted all Reshade files / reinstalled ... still not working.

I am out of ideas
  • Mitsy2001
  • Mitsy2001's Avatar
03 Nov 2020 06:30
*HELP* Reshade not Launching problems. was created by Mitsy2001

*HELP* Reshade not Launching problems.

Category: Troubleshooting

Ok, so i just about to uninstall or updating my Red dead redemption 2 reshade but after i click " Reshade 4.8.2 " Installer, it's not launching.
I see the process on Task manager but it disappear in seconds. Did something wrong ? I tried restart my PC and it still not launching.

I tried all previous reshade ( 4.8.0 / 4.8.1 ) but they all not launching. Disappearing a second in task manager.
Please help anybody ?
I've been using reshade for years and this is my first time having problem with reshade.
  • noithatgooccho
  • noithatgooccho's Avatar
29 Oct 2020 07:37 - 25 Feb 2021 09:14
uninstall was created by noithatgooccho

uninstall

Category: Discussion

tỉnh thành  dự án Vinhomes Smart City  ở vị trí vàng ở phía tây của thủ đô, vùng sắp các trục đường lưu động đương đại của phía Tây Hà Nội, như Thang Long Đại lộ, Le Trong Tan, tuyến phố Ring 3.5, Cat LinTương lai ưng chuẩn trục đường tàu điện 2,6,7 vượt qua dự ánDo đấy, việc kết nối và chuyển cư dân tới khu vực lân cận là vô cùng tiện dụng và nhanh, đặc thù là kết nối với Lang Hải Công viên cao cấp chỉ mất một thời kì ngắn.thông tin thêm về chung cư Vinhomes Smart CityViệc cung cấp nhà ở miền Tây đã trở nên lựa chọn trước tiên không chỉ của quý khách Việt mà còn đa dạng chuyên gia và khách hàng nước ngoài.Thành phố Võ Đang là thị thành thông minh hạng nhất toàn cầu ở Việt Nam của Vingroup cùng có một tỷ lệ lên đến 20ha, mật độ xây dựng của chỉ 14.7=.* nằm trong trọng tâm mới phía Tây Hà Nội.
Đây là 1 thành phố lý tưởng hội tụ về những tiêu chuẩn lý tưởng về cấu trúc, kinh tế, nền văn hóa đáng được khuyến khích cho công dân to àn cầu.Lý do vì sao Vinhomes Smart City lôi kéo thuê nhà là những người thuê nhà như sau:
Nhà máy GS2 nằm sắp Metro Line 5, 6 cũng như giao các con phố nội, nên sẽ rất nhân thể cho người dân chuyển động đến các tiện thể ích trong Công trình.
Là một trong những tòa nhà trước tiên được bán trong bộ phận Grand Sapphire, trị giá vững chắc sẽ rẻ hơn những tòa nhà khác.
các căn hộ ở Tây Bắc sẽ ko bị hot và có 1 tầm nhìn nội bộ rất đẹp.
Dọc theo trục hướng Đông Nam (ngoại trừ những đơn vị trong khoảng tầng năm và dưới) sẽ sở hữu 1 góc nhìn rất thoáng và mát của trường trung học Vinschool và trong tương lai sẽ ko bị bất kỳ tòa án nào làm cho sao cả.Đừng bỏ qua:  www.mobypicture.com/user/huynhthuytien9292/view/20902585
mẫu mã kiểu Z nên với độ thẳng dạng tốt.
với một hệ sinh thái luôn tiện ích nội bộ khác nhau có thời trang nghỉ dưỡng.
có địa điểm kế tiếp vượt qua không. Hai, người dân số GS2 chóng vánh kết nối mang ba khu công viên độc đáo 16.3ha liên tục rải rác khắp 3km của vùng thị thành lớn: Công viên trọng tâm, công viên thể thao và công viên Zen Park, với theo 1 tầm nhìn xanh và 1 loạt những cơ sở thể thao và tiêu khiển, đáp ứng mọi nhu cầu kinh nghiệm của người dân.
Hơn nữa, nhà đầu cơ cũng sở hữu một chính sách tương trợ tài chính hết sức cấp cao cho những quý khách với hứng thú có Công trình thành phố Vinhomes Smart City, có cơ hội mang cả một loạt các căn nhà sang trọng (xe sang trọng) và các giải pháp tài chính bao quát, giúp người mua mang thể sẵn sàng cho sự sống mới trong quá trình Covid-19.Đặc biệt là quý khách mua nhà ở Vinhomes Sapphire 4 Smart City chỉ cần khoảng này được trao tặng những gói quà quyến rũ bao gồm: voucher xe thể nhanh đến giá 2001 triệu, gói đồ nội thất đến hàng trăm mét Việt Nam Đồng (Appcáp phụ thuộc vào dạng căn hộ).
Hơn nữa, nhà đầu cơ cũng với một chính sách tương trợ vốn đầu tư khôn cùng cấp cao cho các quý khách có hứng thú có Công trình đô thị Vinhomes Smart City, với cơ hội với cả 1 loạt các căn nhà sang trọng (xe sang trọng) và những giải pháp vốn đầu tư bao quát, giúp quý khách mang thể sẵn sàng cho sự sống mới trong giai đoạn Covid-19.Đặc biệt là khách hàng mua nhà ở Vinhomes Sapphire 4 Smart City chỉ cần khoảng này được trao tặng những gói quà quyến rũ bao gồm: voucher xe thể nhanh đến giá 2001 triệu, gói đồ nội thất đến hàng trăm mét Việt Nam Đồng (Appcáp phụ thuộc vào dạng căn hộ).Thông tin mới nhất:  sites.google.com/site/ngoquocdungbds/vin...thucdonkhachthamquan
Căn hộ của Vinhomes Smart City được giao lại theo tiêu chuẩn của nhà đầu cơ. Căn hộ mang vật dụng nội thất cơ bản (bao gồm: tủ lạnh, tủ lạnh và nóng, rèm cửa, giường, tủ lạnh) những căn hộ được thiết lập đầy đủKhách hàng chỉ có đồ riêng tới ở lại.
  • Flashouille
  • Flashouille's Avatar
26 Oct 2020 12:04
Replied by Flashouille on topic 4.8

4.8

Category: Releases

Hi,
In different games, I've been using Reshade for some time now, mostly with 'HDR' and 'AdaptiveSharpen' options, and I'm very happy with that ...
In the latest versions, the options have evolved and 'AdaptiveSharpen' seems to have disappeared.
Is there a new option that can replace it?
I am very disappointed and think of uninstalling it ...
  • cvg
  • cvg's Avatar
26 Oct 2020 04:37

I HAVE A PROBLEM WITH VERSION 4.7.0, WITH THE SIMS GAME, WITH THE SKETCH FILTE

Category: Troubleshooting

please if someone could help me
I was modifying some options of this filter but at first it stopped responding and turned red (it did not allow the filter to be selected) so I uninstalled reshader, and reinstalled it but nothing, then I moved some things from the edit source code (I am not a developer ) LOL
but then I let myself select it again, but now I only get the black filter, I went back to the source code and I notice that in ReShade.fxh it says the following

#if !defined(__RESHADE__) || __RESHADE__ < 30000
#error "ReShade 3.0+ is required to use this header file"
#endif


SAME IN in ReSahdeui.fxh

#if !defined(__RESHADE__) || __RESHADE__ < 30000
#error "ReShade 3.0+ is required to use this header file"
#endif


Can someone to help me?

thanks :(
  • BoredOtter
  • BoredOtter's Avatar
25 Oct 2020 20:48 - 25 Oct 2020 21:39
Replied by BoredOtter on topic 4.8

4.8

Category: Releases

many of the effects normally installed, (as well as some new ones) are having compilation errors, specifically HDR and bloom effects, as well as a few others, EDIT: heres the reshade log:
Warning: Spoiler!
  • crosire
  • crosire's Avatar
25 Oct 2020 12:01 - 10 Dec 2020 15:02
4.8 was created by crosire

4.8

Category: Releases

Changelog

4.8.0:
  • Added compute shader support to ReShade FX shader language, supported in D3D11, D3D12, OpenGL and Vulkan. Example:
    #include "ReShade.fxh"
    
    texture testTex { Width = 32 * 2; Height = 1024; Format = RGBA8; };
    storage testStore { Texture = testTex; };
    sampler testSample { Texture = testTex; MinFilter = POINT; MagFilter = POINT; };
    
    groupshared float test[32];
    
    void Test_CS(uint3 id : SV_DispatchThreadID, uint3 tid : SV_GroupThreadID)
    {
    	test[tid.x] = id.x / 32.0;
    	barrier();
    	if (tid.x % 2 == 0)
    		test[tid.x] += test[tid.x + 1];
    	else
    		test[tid.x] = 1;
    	barrier();
    	tex2Dstore(testStore, id.xy, float4(test[tid.x].xxx, 1));
    }
    
    float3 Final_PS(float4 vpos : SV_Position, float2 texcoord : TexCoord) : SV_Target
    {
    	return tex2D(testSample, texcoord).rgb;
    }
    
    technique Compute
    {
    	pass
    	{
    		// Specify the local thread group size as part of the compute shader assignment
    		// Format is "FunctionName<X, Y, Z>", but Z is optional
    		ComputeShader = Test_CS<32, 1>;
    		DispatchSizeX = 2;
    		DispatchSizeY = 1024;
    		// Can also add "DispatchSizeZ" for 3D-launches
    	}
    	pass
    	{
    		VertexShader = PostProcessVS;
    		PixelShader = Final_PS;
    	}
    }
  • Added option to not clear alpha channel of screenshots
  • Added option to include preset name in screenshot file name
  • Added JPEG as a screenshot format option
  • Added option to duplicate current preset when creating a new one
  • Added option to only load enabled effects
  • Added performance mode toggle keyboard shortcut
  • Added global option to force fullscreen mode in D3D, ReShade.ini:
    [D3D9] ; or [DXGI]
    ForceFullscreen=1
  • Added support for global config file to change base and module load path (instead of having to rely on environment variables). To use, ceate an INI file with the same name as the ReShade DLL (e.g. dxgi.ini) next to it, with these contents:
    [INSTALL]
    BasePath=path/ReShade/should/use/as/base/for/all/relative/paths
    ModulePath=path/ReShade/should/load/DLLs/from
  • Added position of separator between technique and variable list in UI to config (so it is persistent between runs)
  • Added technique context menu button to open containing folder in Windows explorer
  • Added category context menu button to reset all variables in that category to their default values
  • Added separate code viewer window, so one can view generated code and edit a shader simultaneously
  • Added editor support for "Shift + Tab" to remove line indentation without selection
  • Added editor support for paste on new line
  • Added visual indicator to text editor title when open document is unsaved
  • Added message to home tab when a texture failed to load
  • Added yellow highlight to items in the technique list where the underlying effect compiled with warnings and added those warnings to the tooltip
  • Added effect parser error when encountering multi-dimensional array
  • Added effect parser error when using sRGB sampling on back buffer but back buffer format is not RGBA8
  • Added effect parser error when static variable initializer is not a literal expression. This is a breaking change for some effects!
  • Added effect parser warning when specifying negative value for texture property
  • Added "tex2Dsize" intrinsic overload which takes a storage object (for compute shaders)
  • Added "barrier", "memoryBarrier" and "groupMemoryBarrier" intrinsics for use in compute shaders
  • Added atomic intrinsics "atomicAdd", "atomicAnd", "atomicOr", "atomicXor", "atomicMin", "atomicMax", "atomicExchange" and "atomicCompareExchange"
  • Added support for "SV_IsFrontFace" semantic to GLSL/SPIR-V code generation
  • Added support for "min16int", "min16uint" and "min16float" scalar and vector types
  • Added "mousewheel" source for uniform variables to use mouse wheel input
    // Value starts at 1.0. When user moves the mouse wheel up, it goes up, but not past 10.0.
    // When user moves the mouse wheel down it goes down, but not past 0.0.
    uniform float value < source = "mousewheel"; min = 0.0; max = 10.0; step = 1.0; > = 1.0;
    // You can also add a second component, which then holds the current wheel state
    // (How much the wheel was moved this frame):
    // So value.y is +1 when wheel went up, or -1 when it went down
    uniform float2 value < source = "mousewheel"; ... >;
  • Added "overlay_active" and "overlay_hovered" source to uniform variables, which hold the index (from the top in the effect file) of the UI widget the user is currently entering a value in or hovering in the UI
    uniform float value1 < ui_type = "drag"; >;
    uniform float value2 < ui_type = "slider"; >;
    
    // Is zero by default, 1 when "value1" is being modified, 2 when "value2" is being modified
    uniform int active < source = "overlay_active"; >;
    // Is zero by default, 1 when mouse cursor is over "value1" in UI and 2 when it is over "value2"
    uniform int hovered < source = "overlay_hovered"; >;
  • Added more verbose logging in case of D3D10/11 resource creation failures
  • Added pass names for passes writing to a texture on the statistics page
  • Added device and driver information to UI in OpenGL
  • Added support for comma character in INI elements
  • Added path text box to app selection in setup tool
  • Added different sort modes to app selection in setup tool
  • Added button to add custom effect package to setup tool
  • Added option to skip individual effect selection using three state checkboxes to setup tool
  • Added setup tool archive validation when opening it
  • Added standard Epic Games Launcher install location to setup tool search paths
  • Added heuristic to setup tool that chooses the depth reversed setting based on the year a game came out
  • Added error to setup tool when installing to an application that already has ReShade installed via a different render API
  • Added notice on how to uninstall to final setup tool screen
  • Added signature to setup tool
  • Improved file and directory selection dialogs (including the preset selection) and added icons
  • Improved format of variable names in generated GLSL code for better readability
  • Improved effect parser error recovery for errors inside struct definitions
  • Improved speed of setup tool application detection
  • Changed INI option names for a cleaner look! The setup tool will update them when installing over an existing config, but be aware of this when doing a manual update, since some of your settings may get lost.
  • Changed preset path option to save as a relative path to the ReShade DLL if preset is in the same or a subdirectory
  • Changed "tex2Dfetch" intrinsic to accept coordinates without a mipmap level and added seprate overload which accepts a mipmap level. This is a breaking change, so make sure to update your shaders (it will continue to compile with warnings in most cases, since int4 can be implicitly casted to int2, but only behaves the same then if the passed in mipmap level was zero)!
    // The declarations now look like this:
    float4 tex2Dfetch(sampler2D s, int2 coords);
    float4 tex2Dfetch(sampler2D s, int2 coords, int lod);
  • Changed D3D9 depth buffer detection logic to always run independently on each frame (fixes flickering in some games, like RE4 Remastered HD)
  • Changed splash banner to disappear immediately after reloading finished on all reloads except the first one
  • Changed assembly viewer text to get updated after an effect finished compiling
  • Changed HLSL compilation to enable highest optimization level only when performance mode is active
  • Changed configuration to save and restore custom style independently of the fixed presets (so its not lost when switching between those)
  • Changed keyboard shortcuts to be inactive while typing into text boxes
  • Changed item width for variable editor UI widgets
  • Changed texture name reservation to only run in OpenGL compatibility contexts by default
  • Changed default preset file name to "ReShadePreset.ini"
  • Changed setup tool to install to "bin" directory if one exists next to the executable (for Source Engine games)
  • Fixed mouse button double clicks not registering
  • Fixed red and blue color channel being switched in D3D12 screenshots in some applications
  • Fixed hang in Vulkan games because fence completion check was comparing against wrong return value
  • Fixed partial screen updates in D3D9 messing up ReShade rendering (e.g. in IL-2 Cliffs of Dover)
  • Fixed hooks not being installed in applications that call "LoadLibraryExA/W" with flags (e.g. Prey)
  • Fixed duplicated D3D10/D3D11 hooks (since the D3D10 driver may use D3D11 internally)
  • Fixed D3D9 depth surface replacement messing up games using INTZ format themselves (e.g. Dead Space)
  • Fixed artifacts in D3D9 games using partial depth buffer clears
  • Fixed artifacts in OpenGL games using GL_ALPHA_TEST
  • Fixed unbound key shortcuts potentially triggering if application sends input messages for key code zero
  • Fixed crash if application calls "ID3D11Device::CreateShaderResourceView" and similar with a nullptr resource (e.g. in Snowrunner)
  • Fixed crash when application unloads ReShade while a thread is still calling "GetMessage" (e.g. in Dolphin)
  • Fixed crash in Vulkan when data race occurs after multiple threads failed to access a value from a lockfree table (e.g. in Baldur's Gate)
  • Fixed crash if font atlas creation fails
  • Fixed crash when parsing ReShade FX code that attempts a function call outside of a function
  • Fixed crash if ReShade FX code contains shader function with an output parameter or return value without a semantic
  • Fixed crash when pressing "Shift + Tab" in editor with a line that has only spaces selected
  • Fixed R8 and RG8 textures having an alpha value in D3D9
  • Fixed wrong render targets being set in D3D12 if effect contains multiple techniques
  • Fixed primitive topologies other than triangles not working in OpenGL
  • Fixed "tex2Dstore" intrinsic writing with a slight offset in OpenGL
  • Fixed precision of floating-point constants in generated HLSL/GLSL code
  • Fixed preprocessor removing spaces in macro arguments
  • Fixed preprocessor not trimming all whitespace before and after macro arguments and around concatenation operator
  • Fixed preprocessor not adding adding backslashes to escape quotes in stringize operator
  • Fixed code generation for switch statements with multiple cases pointing to the same block
  • Fixed SPIR-V code generation for struct member accesses on function return values
  • Fixed SPIR-V code generation for struct input parameters
  • Fixed SPIR-V code generation for switch statements that contain branches
  • Fixed SPIR-V code generation for "inout" function parameters with semantics and arrays
  • Fixed HLSL code generation for global "static" variables
  • Fixed HLSL code generation for loops on uniform variables in shader model 3
  • Fixed missing interpolation qualifiers in generated GLSL code for struct return values
  • Fixed location calculation for GLSL array input and output variables
  • Fixed GLSL code generation for "inout" function parameters with semantics
  • Fixed GLSL code generation for shaders that have multiple input or output parameters with the same semantic
  • Fixed effect parser error when initialization array of structs using initializer list syntax
  • Fixed incorrect FreePIE uniform data padding
  • Fixed "timeout" annotation on techniques for very small values (so one can now set it to "1" to only have the technique run a single time)
  • Fixed division by zero if min/max are switched for "random" uniform source
  • Fixed user being able to enter invalid characters as a preprocessor macro name
  • Fixed dragging technique to a new location not preserving order of the others
  • Fixed editor font affecting search and replace buttons
  • Fixed pooled textures not always showing up on statistics page
  • Fixed double click behavior on app selection list in setup tool (it now only reacts if the same item is clicked twice)
  • Removed "tex2Dgather" intrinsic and instead split it into separate variants for each component:
    float4 tex2DgatherR(sampler2D s, float2 coords); // equal to previous "tex2Dgather(s, coords, 0);"
    float4 tex2DgatherG(sampler2D s, float2 coords); // equal to previous "tex2Dgather(s, coords, 1);"
    float4 tex2DgatherB(sampler2D s, float2 coords); // equal to previous "tex2Dgather(s, coords, 2);"
    float4 tex2DgatherA(sampler2D s, float2 coords); // equal to previous "tex2Dgather(s, coords, 3);"
  • Removed separate "tex2D[...]offset" texture intrinsics and instead made them overloads
    float4 tex2D(sampler2D s, float2 coords);
    float4 tex2D(sampler2D s, float2 coords, int2 offset);
    float4 tex2Dlod(sampler2D s, float4 coords);
    float4 tex2Dlod(sampler2D s, float4 coords, int2 offset);
    float4 tex2DgatherR(sampler2D s, float2 coords);
    float4 tex2DgatherR(sampler2D s, float2 coords, int2 offset);
    ...
  • Removed technique percentage numbers from statistics (since they where commonly misunderstood)
  • Removed support for "POSITION", "VPOS" and "DEPTH" input semantics (use "SV_Position" and "SV_Depth" instead)
  • Removed error limit again since it can hide errors behind a lot of warnings

4.8.1:
  • Added automatic texture reference tracking to effect compiler (it now knows which passes use which textures)
  • Improved performance of compute passes
  • Improved OpenGL effect rendering performance
  • Changed compiler to remove "static" qualifier from local variables to fix some effects failing to compile since the 4.8 update
  • Changed sRGB sampling check on back buffer to a warning instead of an error
  • Changed reference display for textures on the statistics page to a more detailed break down of where and how they are used
  • Changed cycle order of effect package checkboxes in setup tool
  • Fixed docking windows to other windows not working
  • Fixed compute shaders not being able to read from textures also used as storage
  • Fixed GLSL code generation not removing all duplicated underscore symbols in names
  • Fixed Vulkan textures not being cleared to zero on creation
  • Fixed OpenGL mipmaps looking slightly different than in the other APIs
  • Fixed crash on startup with RenderDoc attached
  • Fixed screenshot with overlay not being created for preview texture window
  • Fixed texture load failure message listing all textures of disabled effects too
  • Fixed setup tool installing to the wrong directory for "Vampire: The Masquerade" game

4.8.2:
  • Added missing hooks for "Direct3DCreate9on12" and "DXGIDeclareAdapterRemovalSupport"
  • Fixed crash when effects use pooled textures
  • Fixed crash in D3D9 games that have Windows compatibility fixes active (ReShade now finally works in SWTOR, when correctly installed as d3d9.dll!)
  • Fixed artifacts and depth buffer detection in the first "The Witcher" game
  • Removed global settings ("ForceFullscreen", "Force10BitFormat", etc.) from ReShade.ini and instead moved those into [ReShade DLL Name].ini (e.g. d3d9.ini/dxgi.ini/opengl32.ini) file
    [APP]
    ForceVSync=0
    ForceWindowed=0
    ForceFullscreen=0
    ForceResolution=0,0
    Force10BitFormat=0

ReShade FX support equivalent to this version is part of FreeStyle in NVIDIA driver version 460.79.
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