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TOPIC: NVCP and NVInspector never works with ReShade

NVCP and NVInspector never works with ReShade 1 year 3 weeks ago #1

Changing the settings dont do anything.
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NVCP and NVInspector never works with ReShade 1 year 3 weeks ago #2

  • JPulowski
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Can you give more information? Which setting are you trying to change? What are you trying to achieve?
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NVCP and NVInspector never works with ReShade 1 year 3 weeks ago #3

AA(MSAA,TrMSAA,SGSSAA,OGSSAA,etc) forced by inspector flags is not compatible with DirectX games, but AF and HBAO+ work as intended.
Last Edit: 1 year 3 weeks ago by acknowledge.
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NVCP and NVInspector never works with ReShade 1 year 3 weeks ago #4

The game is DX9, Im using the latest reshade framework and .h files etc with SweetFX, McFX and CustomFX. SMAA with any setting is missing a lot of edges and FXAA blurs textures and causes artifacts (even the ingame FXAA). The in-game AA is not very strong. The game needs a lot of AA, for some reason its really jagged (Blade and Soul using UEengine).

BTW reshade works well with it except DoF and SSGI. It can access the depth buffer but the game is coded weird.
Last Edit: 1 year 3 weeks ago by ItsNotHectic.
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NVCP and NVInspector never works with ReShade 1 year 3 weeks ago #5

DSR isnt working either, the game will only run in the windows resolution for full screen unless I switch to windowed.
Last Edit: 1 year 3 weeks ago by ItsNotHectic.
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NVCP and NVInspector never works with ReShade 1 year 3 weeks ago #6

  • JPulowski
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When hardware AA is activated, depth buffer should not be available. This is a known limitation.

DSR however should not affect anything. But there are some cases where some games use different methods to detect native resolution (e.g. Unity Engine games). In those cases you might try changing your desktop resolution to your desired DSR resolution beforehand. So the game will detect the maximum resolution as DSR resolution.

Also according to PCGW, Blade & Soul might be using borderless windowed mode for fullscreen by default. In this case, you should use the method I explained in the previous paragraph. Because resolution is controlled by DWM, the game does not communicate with GPU exclusively.
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