■ Requests & Ideas overview / ReShade future plans

  • DeMondo
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6 years 9 months ago - 6 years 2 weeks ago #1 by DeMondo ■ Requests & Ideas overview / ReShade future plans was created by DeMondo
Requests & Ideas overview --- ReShade future plans // roadmap [updated: July 28]


Requests & Ideas overview:
porting ReShade 2 shaders to Reshade 3:

■ GradientFX by IDDQD
■ DOSFX by IDDQD

■ Bilateral sharpening filter by Ioxa [shader has been renamed into surface sharpen for-reshade-3-0]
reshade.me/forum/shader-presentation/270...ioxa-for-reshade-3-0

[strike]■ Splitscreen by CeeJay // Ganossa[/strike]


New shader ideas:
■ Vertical anamorphic lens flares
■ Depth-based (moving) light-particles (to fill up [too] static looking rooms,..)
■ Mirror effect (full screen // half side of screen)
■ Kaleidoscope effect
■ Color vignette
■ Eye (light) adaption (solution for day // night) -> I just found one @https://reshade.me/forum/shader-presentation/3915-eye-adaption
■ Zoom in // out -> I just found one @https://reshade.me/forum/shader-presentation/4150-simple-zoom-shader
■ Horizontal // vertical stretch

Requests [July 15, 2017]:
■ "Killswitch" one key to disable all active reshade shaders
■ ReShade menu font size (permanent) (Ctrl + Mouse Wheel for temp. solution // problem: fps counter + time is becoming invisible)

New requests [April 06, 2018]:
■ (Long) exposure time (light trails) for RS 3.x (I found one for RS 1.1 from 2b3 called LX.h)
■ (Multipass) (better) deband shader
■ (Different kinds) of layer blending modes for the RS effects in use

Problematic shaders:
■ Cross process (the ported one // reshade.me/forum/shader-presentation/299...-reshade-2-x-effects )
working in DX9 32 bit // not working (full white screen) in DX11 64 bit --> fixed: check crossprocess brightness:
default value DX9 32 bit CrossBrightness=0.000000 /// default value DX11 64 bit CrossBrightness=1.000000)

■ Overlay shader ( reshade.me/forum/shader-presentation/236...shair-overlay-shader )
working in DX9 32 bit // not working (crash loop) in DX11 64 bit

■ Border shader: not working for opengl-based games (Wolfenstein,..)

ReShade future plans // roadmap?
■ What will happen after 3.1.2?

Many thanks in advance!
Last edit: 6 years 2 weeks ago by DeMondo.
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  • Iddqd
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6 years 9 months ago #2 by Iddqd Replied by Iddqd on topic ■ Requests & Ideas overview / ReShade future plans
I already port my GradientFX and DosFX, if need i can post it :)
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  • Insomnia
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6 years 9 months ago #3 by Insomnia Replied by Insomnia on topic ■ Requests & Ideas overview / ReShade future plans
Hmm the Cross Process works fine on my end on DX11 64bit applications. Check the brightness settings for that specific effect.
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  • DeMondo
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6 years 9 months ago #4 by DeMondo Replied by DeMondo on topic ■ Requests & Ideas overview / ReShade future plans
Thanks guys, I will do another forum-search for the GradientFX and DosFX shaders, couldnt find it in reshade.me/forum/shader-presentation/299...-reshade-2-x-effects , for the Cross Process: I will check my settings later today (I used the same settings for DX9 & DX11).

Cheers lads !

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  • WLHM15
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6 years 9 months ago #5 by WLHM15 Replied by WLHM15 on topic ■ Requests & Ideas overview / ReShade future plans
Do we really need Splitscreen shader? It would be tricky to apply this shader on all effects

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  • Ioxa
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6 years 9 months ago #6 by Ioxa Replied by Ioxa on topic ■ Requests & Ideas overview / ReShade future plans
You can get the new version of bilateral sharpening here . Its called surface sharpen now. Some of the settings have been changed so they work better with 3.0 but the overall result should be about the same.
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  • DeMondo
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6 years 9 months ago #7 by DeMondo Replied by DeMondo on topic ■ Requests & Ideas overview / ReShade future plans

@Iddqd:
I couldnt find the shaders, is it possible you upload the shaders?

@Insomnia: you're fully right about the brightness setting, it was automatically set to 1.0, thus resulting in a full white screen (crossprocess: default value DX9 32 bit CrossBrightness=0.000000 // default value DX11 64 bit CrossBrightness=1.000000), so its working properly now, thank you.

@WLHM15: "Do we really need Splitscreen shader?" hmmm what shader is really needed in the end... :P but its for sure handy to compare your "work // settings" with the defaults game graphics, this brings me to a new request: a "killswitch" one key to disable all active reshade shaders.

@Ioxa: many thanks Ioxa, your shaders I use many times (since ReShade 2), I didnt know the bilateral sharpening filter has been renamed into surface sharpen. Whats your advice to technique-sorting list, to put FXAA // SMAA above the sharpening filters, or?

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  • Insomnia
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6 years 9 months ago #8 by Insomnia Replied by Insomnia on topic ■ Requests & Ideas overview / ReShade future plans
Glad you got it sorted.
Marty posted a flip effect a while back but it only flips the entire image, not half.

reshade.me/forum/shader-discussion/3009-...r-entire-image#21143
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  • crosire
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6 years 9 months ago #9 by crosire Replied by crosire on topic ■ Requests & Ideas overview / ReShade future plans

DeMondo wrote: this brings me to a new request: a "killswitch" one key to disable all active reshade shaders.

That already exists. It's on the settings tab.
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  • WLHM15
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6 years 9 months ago #10 by WLHM15 Replied by WLHM15 on topic ■ Requests & Ideas overview / ReShade future plans

crosire wrote:

DeMondo wrote: this brings me to a new request: a "killswitch" one key to disable all active reshade shaders.

That already exists. It's on the settings tab.


This is why DeMondo..
:P

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  • DeMondo
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6 years 8 months ago #11 by DeMondo Replied by DeMondo on topic ■ Requests & Ideas overview / ReShade future plans

WLHM15 wrote:

crosire wrote:

DeMondo wrote: this brings me to a new request: a "killswitch" one key to disable all active reshade shaders.

That already exists. It's on the settings tab.


This is why DeMondo..
:P


Haha indeed :cheer:

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  • DeMondo
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6 years 8 months ago #12 by DeMondo Replied by DeMondo on topic ■ Requests & Ideas overview / ReShade future plans
@Iddqd: I couldnt find the shaders, is it possible you upload the ported shaders:
■ GradientFX
■ DOSFX

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  • WLHM15
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6 years 5 months ago #13 by WLHM15 Replied by WLHM15 on topic ■ Requests & Ideas overview / ReShade future plans
Sorry for bumping.
This thread should be pinned, so other people can request shaders here. :)

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  • taro8
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6 years 3 months ago - 6 years 3 months ago #14 by taro8 Replied by taro8 on topic ■ Requests & Ideas overview / ReShade future plans
Question and a request: Would it be possible to increase the bump mapping intensity using a shader? I don't mean creating bump maps where they don't exist, just make the existing ones more intense, so they pop out more. I use embossing, sharpening etc., but having some control over the normal maps would be great.

I dunno, maybe capture the normal maps and apply brightness+contrast tweaks?
Last edit: 6 years 3 months ago by taro8.
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  • Marty McFly
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6 years 3 months ago #15 by Marty McFly Replied by Marty McFly on topic ■ Requests & Ideas overview / ReShade future plans
It'd be much easier to use 3Dmigoto or similar to bump up the intensity of those things, if they're applied by a single shader.

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  • Marty
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6 years 3 months ago - 6 years 3 months ago #16 by Marty Replied by Marty on topic ■ Requests & Ideas overview / ReShade future plans
I don't know if I should post here or create a new thread, but here it goes...
I'd like to request simple thing, which may be quite simple to do, but I know nothing about shader coding.
It's Film Grain, but the gradient is static not noisy. To further clarify, the grains just don't move, it's something like a texture applied over the image, static.
The CeeJay filmgrain that comes with ReShade 3.1 is nice as it has a option to apply the grain only to dark areas (but lacks the older shader's option for grain size, sadly) and I think that there may be a way to edit it, so the grain is static. It may be a very simple edit, but as I said, I know nothing about writing shaders...

EDIT: Alright, so I looked at the code and lowering '' float t = Timer '' to 0 might have just done the trick... But the grain is still too small. Is there a possibility to implement option for changing the grain size, like in the older grain shader ?
Last edit: 6 years 3 months ago by Marty.

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  • taro8
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6 years 3 months ago - 6 years 3 months ago #17 by taro8 Replied by taro8 on topic ■ Requests & Ideas overview / ReShade future plans

Marty McFly wrote: It'd be much easier to use 3Dmigoto or similar to bump up the intensity of those things, if they're applied by a single shader.

First time hearing about 3Dmigoto, from the google I got its about creating vision compatible with VR and such. How would one go about editing bump map intensity using something like this?
Last edit: 6 years 3 months ago by taro8.

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  • Chavolatra
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6 years 3 months ago - 6 years 3 months ago #18 by Chavolatra Replied by Chavolatra on topic ■ Requests & Ideas overview / ReShade future plans
"Eye (light) adaption (solution for day // night)" Give up or dont can make this ??
Last edit: 6 years 3 months ago by Chavolatra.

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  • taro8
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6 years 3 months ago #19 by taro8 Replied by taro8 on topic ■ Requests & Ideas overview / ReShade future plans
Request: could you ad .jpg as a possible screenshot format? Yes I do know its not color perfect etc., but is much smaller and easier to share. I'm not asking to remove PNG or BMP.

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  • mbah.primbon
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6 years 3 months ago #20 by mbah.primbon Replied by mbah.primbon on topic ■ Requests & Ideas overview / ReShade future plans
@Chavolatra, PirateKitty's shader already have this feature. I know it is not a standalone shader. And i've seen Marty old shader which that shader have a adaptation feature but it's not perfect. Because it was light dependent shader.


@taro8, i think we dont need this. Because that format is not relevant for screenshot.

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