ReShade Framework Released (5102.04.19.1281)

  • Kleio420
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8 years 11 months ago #21 by Kleio420 Replied by Kleio420 on topic ReShade Framework Released (5102.04.19.1281)

LuciferHawk wrote:

Kleio420 wrote:

LuciferHawk wrote:

crosire wrote: Quick note: The depthbuffer in GTA 5 is not only logarithmic, but also reversed , which the depth linearization function in the latest framework shader pack does not take into account yet. This means the DOF near/far settings are reversed too.

roblem with the HeatHaze. :silly:


ui mask either needs extra configuration in the uimask.h or its not working for me it fails to save a new mask .Theres little documentation on it or even simple comment saying a basic of what this function is doing if someone else were to go through and read some of this its jumbled looking and random at first glance its spose to be simple not something someone has to go google to understand , if thats what you want people releasing shaders should still be commenting explaining what its doing this just becomes frustrating for general people to use


I "unfortunately" used up all my free time to get the updated released as soon as possible. There was no time yet to update the User Tutorial for this update and I did not even finish the Dev Tutorial. However, you are always free to ask about functionality.

The basic UI-Mask shader does nothing new. It uses a mask which has black to white gradients to determine where effects get applied. The mask you can find in /ReShade/Common/Textures. Activation and all options of the UI-Maks shader you can find in the /ReShade/Common_settings.cfg file. When setting RFX_UIMask_Direct to 0, you will get the default behavior described above which loads the texture from disk.

New is the RFX_UIMask_Helper which on pressing the RFX_UIMaskReset_HelperKey will start detecting static elements on the screen and draw everything else white (you will need to move in the game to help that process). RFX_UIMask_Tolerance determines how accurate/tolerant that detection process is. The higher that value the smoother is the transition to those static UI-Elements (helps especially if the algorithm does not catch all elements). Once that is done, you can press print screen on your keyboard to output the mask to disk (it is basically the ReShade screenshot). You can then use that screenshot to edit it further and overwrite the original mask texture.

Alternatively, you can set RFX_UIMask_Direct to 1 so it will load the UI-Mask you identified/created with the helper directly from memory instead of the texture on disk. Therefore, you first have to activate the RFX_UIMask_HelperKey in the game to create the mask and after pressing it again the mask will be automatically applied.

To reset the detected UI-Mask you can hit the RFX_UIMaskReset_HelperKey which will set the UI-Mask back to black. Before starting over with the detection you have to press the RFX_UIMaskReset_HelperKey once more to stop the resetting of the UI-Mask.

Hope that explains everything. :side:

yes that helps,moving around part is where i was doing stuff wrong as it wasn't picking anything up for the mask only thing i didnt know that and the printscreen working as a screenshot when load from memory was disabled. Second question tho maybe its how it was setup but i did something that is causing gta v to not load shaders is the d311.dll fix still required on this ? ill check it later and see if thats whats causing shaders to not show for me, that game atm if i have steamoverlay on it breaks vsync completely so im not suprised they are having trouble like that seems they did a lot to try and break/prevent modding of any kind hopefully they find a way to encrypt the files back soon we will really see their opinion on the matter then if they change the key quickly
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  • Ganossa
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8 years 11 months ago #22 by Ganossa Replied by Ganossa on topic ReShade Framework Released (5102.04.19.1281)

Kleio420 wrote: yes that helps,moving around part is where i was doing stuff wrong as it wasn't picking anything up for the mask only thing i didnt know that and the printscreen working as a screenshot when load from memory was disabled. Second question tho maybe its how it was setup but i did something that is causing gta v to not load shaders is the d311.dll fix still required on this ? ill check it later and see if thats whats causing shaders to not show for me, that game atm if i have steamoverlay on it breaks vsync completely so im not suprised they are having trouble like that seems they did a lot to try and break/prevent modding of any kind hopefully they find a way to encrypt the files back soon we will really see their opinion on the matter then if they change the key quickly


I actually still do not think Rockstar really tries to break the modding here, we have similar bugs in other ports and this game is just huge.

You should not need d3d11.dll anymore, I run it with 64bit dxgi.dll now. If shader still do not show, please let me know which so I can double check. I would recommend to run your game in Window Mode (borderless if you need) it give me no issues so far. No crashes and no visible tearing.
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  • Kleio420
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8 years 11 months ago #23 by Kleio420 Replied by Kleio420 on topic ReShade Framework Released (5102.04.19.1281)

LuciferHawk wrote:

Kleio420 wrote: yes that helps,moving around part is where i was doing stuff wrong as it wasn't picking anything up for the mask only thing i didnt know that and the printscreen working as a screenshot when load from memory was disabled. Second question tho maybe its how it was setup but i did something that is causing gta v to not load shaders is the d311.dll fix still required on this ? ill check it later and see if thats whats causing shaders to not show for me, that game atm if i have steamoverlay on it breaks vsync completely so im not suprised they are having trouble like that seems they did a lot to try and break/prevent modding of any kind hopefully they find a way to encrypt the files back soon we will really see their opinion on the matter then if they change the key quickly


I actually still do not think Rockstar really tries to break the modding here, we have similar bugs in other ports and this game is just huge.

You should not need d3d11.dll anymore, I run it with 64bit dxgi.dll now. If shader still do not show, please let me know which so I can double check. I would recommend to run your game in Window Mode (borderless if you need) it give me no issues so far. No crashes and no visible tearing.


i was getting a shader error about a vector in the smaa debugging last time i was trying to run it , and just to see if anything was running i tried every tonemap shader going through them and none were showing up reshade keep saying the shader was compiled tho and smaa/fxaa showed no improvement in aa quality ive had trouble with this if i tried turning uimask on i have to completely delete all reshade files then put them back in at default settings or wont even start up on my system. Did get the uimask to work on another game but that solution due to it having numerous loading screens isn't effective at all star trek online.Ill take a look later to see if i can get it working then reproduce it not working , and apply it to just a screenshot and see whats up with it. Seems the graphical bugs they have either randomly hit people or i guess black lines dont exist crawling across my screen , or broken vsync turn steamoverlay off 100% fixs it turn control panel vsync on 100% fixs it.Theres a shadow bug with helicopters to at low fps shows a big black box almost like its smaller texture size and really far off.

tldr: point is their game has graphical bugs atm and i wouldn't be suprised if the game randomly wont work with reshade for people ive got a legal copy to off steam the store bought copy has a different exe file.Some people have no trouble with the game at all. Will test more on this to try and help you produce the same issue if possible to figure out why its doing that on me
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  • vfxninjaeditor
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8 years 11 months ago #24 by vfxninjaeditor Replied by vfxninjaeditor on topic ReShade Framework Released (5102.04.19.1281)
Hey Lucifer, I noticed something with the heat haze. It seems it has little to no affect on the image when being used with ambient light if the game you are playing doesn't have a depth buffer. This kinda makes me sad.
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  • Ganossa
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8 years 11 months ago #25 by Ganossa Replied by Ganossa on topic ReShade Framework Released (5102.04.19.1281)

vfxninjaeditor wrote: Hey Lucifer, I noticed something with the heat haze. It seems it has little to no affect on the image when being used with ambient light if the game you are playing doesn't have a depth buffer. This kinda makes me sad.


I will see to put an additional value for making it depth independent in the next update. :blush:
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  • Wicked Sick
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8 years 11 months ago #26 by Wicked Sick Replied by Wicked Sick on topic ReShade Framework Released (5102.04.19.1281)
I noticed something here. I am playing Dark Souls 2 but when the game is in a window the Lens Flare work but it does not when in fullscreen. Strange.

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  • Ganossa
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8 years 11 months ago #27 by Ganossa Replied by Ganossa on topic ReShade Framework Released (5102.04.19.1281)

Wicked Sick wrote: I noticed something here. I am playing Dark Souls 2 but when the game is in a window the Lens Flare work but it does not when in fullscreen. Strange.


Looks very much like a change in the depth buffer. Does that also happen when you start the game up in full screen?
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  • Wicked Sick
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8 years 11 months ago - 8 years 11 months ago #28 by Wicked Sick Replied by Wicked Sick on topic ReShade Framework Released (5102.04.19.1281)
Yes, if I start the game in fullscreen, there are no lens flare, but if switch it to windowed mode, the lens flare works. With .17 was like this as well.

That must be important for you to know, but I've only noticed this with Dark Souls 2. With GTA 4 it works normally.
Last edit: 8 years 11 months ago by Wicked Sick.
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  • vfxninjaeditor
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8 years 11 months ago #29 by vfxninjaeditor Replied by vfxninjaeditor on topic ReShade Framework Released (5102.04.19.1281)
Hey, I have a feature question. Is there any way we could get an improved gaussian anamorphic lensflare that samples the flare colors from the scene itself? I think it would really improve the look of the flares if they resembled the light source they are coming from. I currently keep my color white so they blend with the scene best as it's more generic.
The following user(s) said Thank You: BrandonHortman
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  • arcanux
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8 years 11 months ago - 8 years 11 months ago #30 by arcanux Replied by arcanux on topic ReShade Framework Released (5102.04.19.1281)
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Last edit: 8 years 11 months ago by arcanux. Reason: Deleted
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  • Ganossa
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8 years 11 months ago #31 by Ganossa Replied by Ganossa on topic ReShade Framework Released (5102.04.19.1281)
I will get to this later vfxninjaeditor :)

Thread locked due to new release!
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