Screenshot support for "back buffer format 24"
- NotSoSweet
- Topic Author
WARN | Screenshots are not supported for back buffer format 24.
Please can you do something about it? For example new Mass Effect Andromeda is affected by this problem.
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- JBeckman
Needs a actual compatible display though, there is a difference between 6+2 "8-bit" 8-bit, 8+2 "10-bit" and native 10-bit eh I'm probably making it complicated.
DirectX 11.x color and depth buffer formats and all that.
(Deep color or what not, also probably the 24-bit and 30-bit BCT D3D10+ texture formats and all that.)
Anyway toggling that might be worth trying if ReShade does not support this format, yet?
EDIT:
D3DFMT_X1R5G5B5 = 24,
That perhaps?
msdn.microsoft.com/en-us/library/windows...SPPError=-2147217396
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- crosire
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- NotSoSweet
- Topic Author
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- Zarathustra
NotSoSweet wrote: Well i found a way to make screenshots in Andromeda with MSI Afterburner on top of ReShade, but one overlay on top of another is a really good way to corrupt something in the process...
I have used Afterburner (framerate limiting + screenshots) and ReShade together in many games and never had any problem with that combination.
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- Niko of Death
Sorry to necrobump but didn't want to make a new topic for something already discussed - This error has become more prevalent recently, as most (if not all, at least in my experience) Unreal Engine 4 games suffer from this problem, even ones that don't support HDR (which I at first assumed was the issue). Examples of UE4 games I've encountered this issue in: Bright Memory, Tetris Effect, Tekken 7, Ace Combat 7, Bloodstained. Assuming conversion has been avoided in order to avoid screenshot times, maybe just have it as an option?crosire wrote: Game uses a 10 bit per color channel format (DXGI_FORMAT_R10G10B10A2_UNORM = 24). Since most image formats store data in 8 bit per channel, this would need conversion first, which ReShade does not currently do and as such errors.
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- crosire
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- Matt Gore
Though I would also be happy if it could be output as PNG without degrading color precision, as PNG supports up to 16 bpc and because I sometimes like further color adjustments in GIMP.
Btw, would it even be possible to force games to always use DXGI_FORMAT_R10G10B10... or DXGI_FORMAT_R16G16B16...? Because I think I heard somewhere, that games would be internally using 32 bpc (linear light?) before writing to the back buffer.
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- kilyan
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- crosire
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