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TOPIC: Metro 2033 + last light redux issue

Metro 2033 + last light redux issue 2 years 3 weeks ago #1

hey, using reshade version 0.14.0 + sweetfx. having issues with not being able to toggle sweetFX as well as the reshade Statistics being shown twice so one is overlaying ontop of itself. i also get greeted with the red curtan opening each time i start the game while in other games. it only showed me that the first time (right after installing)

I understand that i have MSI afterburner overlay (RTSS) on but this happens even when its turned off

here is a picture


here's is sweet fx with CRT effect on. its the best way to show that its showing the statistics two time.



here is the DXGI.txt file (not sure if this is a log file or not)
01/02/2015 21:04:47,834 [7012] | INFO  | Initializing Crosire's ReShade version '0.14.0.685' built on '2015-01-31 19:58:32' loaded from "D:\OS PROGRAMS\Steam\steamapps\common\Metro Last Light Redux\dxgi.dll" to "D:\OS PROGRAMS\Steam\steamapps\common\Metro Last Light Redux\metro.exe" ...
01/02/2015 21:04:47,844 [7012] | INFO  | Registering hooks for "C:\Windows\system32\d3d8.dll" ...
01/02/2015 21:04:47,844 [7012] | INFO  | > Delayed.
01/02/2015 21:04:47,844 [7012] | INFO  | Registering hooks for "C:\Windows\system32\d3d9.dll" ...
01/02/2015 21:04:47,844 [7012] | INFO  | > Delayed.
01/02/2015 21:04:47,844 [7012] | INFO  | Registering hooks for "C:\Windows\system32\d3d10.dll" ...
01/02/2015 21:04:47,844 [7012] | INFO  | > Delayed.
01/02/2015 21:04:47,844 [7012] | INFO  | Registering hooks for "C:\Windows\system32\d3d10_1.dll" ...
01/02/2015 21:04:47,844 [7012] | INFO  | > Delayed.
01/02/2015 21:04:47,844 [7012] | INFO  | Registering hooks for "C:\Windows\system32\d3d11.dll" ...
01/02/2015 21:04:47,844 [7012] | INFO  | > Delayed.
01/02/2015 21:04:47,844 [7012] | INFO  | Registering hooks for "C:\Windows\system32\dxgi.dll" ...
01/02/2015 21:04:47,844 [7012] | INFO  | > Delayed.
01/02/2015 21:04:47,844 [7012] | INFO  | Registering hooks for "C:\Windows\system32\opengl32.dll" ...
01/02/2015 21:04:47,844 [7012] | INFO  | > Delayed.
01/02/2015 21:04:47,844 [7012] | INFO  | Registering hooks for "C:\Windows\system32\user32.dll" ...
01/02/2015 21:04:47,844 [7012] | INFO  | > Libraries loaded.
01/02/2015 21:04:47,844 [7012] | INFO  | > Found 4 match(es). Installing ...
01/02/2015 21:04:47,864 [7012] | INFO  | > Installed 4 hook(s).
01/02/2015 21:04:47,864 [7012] | INFO  | Registering hooks for "C:\Windows\system32\ws2_32.dll" ...
01/02/2015 21:04:47,864 [7012] | INFO  | > Libraries loaded.
01/02/2015 21:04:47,874 [7012] | INFO  | > Found 8 match(es). Installing ...
01/02/2015 21:04:47,914 [7012] | INFO  | > Installed 8 hook(s).
01/02/2015 21:04:47,914 [7012] | INFO  | Initialized.
01/02/2015 21:04:47,914 [7012] | INFO  | Installing delayed hooks for "C:\Windows\system32\dxgi.dll" ...
01/02/2015 21:04:47,924 [7012] | INFO  | > Found 3 match(es). Installing ...
01/02/2015 21:04:47,924 [7012] | INFO  | > Installed 3 hook(s).
01/02/2015 21:04:47,924 [7012] | INFO  | Installing delayed hooks for "C:\Windows\system32\d3d11.dll" (Just loaded via 'LoadLibraryW("d3d11.dll")') ...
01/02/2015 21:04:47,924 [7012] | INFO  | > Found 2 match(es). Installing ...
01/02/2015 21:04:47,934 [7012] | INFO  | > Installed 2 hook(s).
01/02/2015 21:04:48,978 [7012] | INFO  | Redirecting 'CreateDXGIFactory({7B7166EC-21C7-44AE-B21A-C9AE321AE369}, 000000DAC349B028)' ...
01/02/2015 21:04:48,984 [7012] | INFO  | Redirecting 'D3D11CreateDevice(000000DACB72FB90, 0, 0000000000000000, 0, 000000DAC349AF68, 3, 7, 000000DAC349AF60, 000000DAC349B010, 000000DAC349B020)' ...
01/02/2015 21:04:48,984 [7012] | INFO  | > Passing on to 'D3D11CreateDeviceAndSwapChain':
01/02/2015 21:04:48,984 [7012] | INFO  | Redirecting 'D3D11CreateDeviceAndSwapChain(000000DACB72FB90, 0, 0000000000000000, 0, 000000DAC349AF68, 3, 7, 0000000000000000, 0000000000000000, 000000DAC349AF60, 000000DAC349B010, 000000DAC349B020)' ...
01/02/2015 21:04:48,993 [7012] | WARN  | Reference count for 'IDXGIDevice' object 000000DACB7F8640 (2) is inconsistent.
01/02/2015 21:04:49,005 [7012] | INFO  | Redirecting 'RegisterClassA(000000DAC349F780)' ...
01/02/2015 21:04:49,005 [7012] | INFO  | > Adding 'CS_OWNDC' window class style flag to '_uengine_'.
01/02/2015 21:04:49,133 [7012] | INFO  | Redirecting 'CreateDXGIFactory({7B7166EC-21C7-44AE-B21A-C9AE321AE369}, 00007FF6C41774E0)' ...
01/02/2015 21:04:49,134 [7012] | INFO  | Redirecting 'D3D11CreateDevice(000000DACB7FDBF0, 1, 0000000000000000, 0, 000000DAC349F4B0, 3, 7, 00007FF6C41774D0, 000000DAC349F480, 00007FF6C41774D8)' ...
01/02/2015 21:04:49,134 [7012] | INFO  | > Passing on to 'D3D11CreateDeviceAndSwapChain':
01/02/2015 21:04:49,134 [7012] | INFO  | Redirecting 'D3D11CreateDeviceAndSwapChain(000000DACB7FDBF0, 1, 0000000000000000, 0, 000000DAC349F4B0, 3, 7, 0000000000000000, 0000000000000000, 00007FF6C41774D0, 000000DAC349F480, 00007FF6C41774D8)' ...
01/02/2015 21:04:49,134 [7012] | WARN  | > 'D3D11CreateDeviceAndSwapChain' failed with 'E_INVALIDARG'!
01/02/2015 21:04:49,134 [7012] | INFO  | Redirecting 'D3D11CreateDevice(000000DACB7FDBF0, 0, 0000000000000000, 0, 000000DAC349F4B0, 3, 7, 00007FF6C41774D0, 000000DAC349F480, 00007FF6C41774D8)' ...
01/02/2015 21:04:49,134 [7012] | INFO  | > Passing on to 'D3D11CreateDeviceAndSwapChain':
01/02/2015 21:04:49,134 [7012] | INFO  | Redirecting 'D3D11CreateDeviceAndSwapChain(000000DACB7FDBF0, 0, 0000000000000000, 0, 000000DAC349F4B0, 3, 7, 0000000000000000, 0000000000000000, 00007FF6C41774D0, 000000DAC349F480, 00007FF6C41774D8)' ...
01/02/2015 21:04:49,152 [7012] | INFO  | Redirecting 'IDXGIFactory::CreateSwapChain(000000DACB788310, 000000DACB83DD90, 000000DAC349F3C0, 00007FF6C41774C8)' ...
01/02/2015 21:04:49,319 [7012] | INFO  | Recreated effect environment on runtime 000000DACF7B1320.
01/02/2015 21:04:50,085 [7012] | INFO  | Loading effect from "D:\OS PROGRAMS\Steam\steamapps\common\Metro Last Light Redux\Sweet.fx" ...
01/02/2015 21:04:50,270 [7012] | INFO  | > Successfully compiled effect.
01/02/2015 21:05:31,256 [7012] | INFO  | Redirecting 'IDXGISwapChain::SetFullscreenState(000000DACF7A6930, 0, 0000000000000000)' ...
01/02/2015 21:05:31,825 [7012] | INFO  | Redirecting 'IDXGISwapChain::SetFullscreenState(000000DACF7A6930, 0, 0000000000000000)' ...
01/02/2015 21:05:31,825 [7012] | INFO  | Destroyed effect environment on runtime 000000DACF7B1320.
01/02/2015 21:05:31,825 [7012] | WARN  | Reference count for 'IDXGIDevice' object 000000DACB85F070 (1341) is inconsistent.
01/02/2015 21:05:31,825 [7012] | WARN  | Reference count for 'IDXGIDevice' object 000000DACB8602F0 (1340) is inconsistent.
01/02/2015 21:05:31,825 [7012] | WARN  | Reference count for 'ID3D11Device' object 000000DACB83DD90 (1339) is inconsistent.
Last Edit: 2 years 3 weeks ago by Valkyrie743.
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Metro 2033 + last light redux issue 2 years 3 weeks ago #2

  • paxton676
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I just wanted to add that I have a post about this too.

reshade.me/forum/troubleshooting/185-met...edux-a-small-problem
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Metro 2033 + last light redux issue 2 years 3 weeks ago #3

  • crosire
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The overlay should never be affected by the post processing, but I experienced that once in Hitman Absolution too: Game seems to call "Present" twice in a row, without any modification between. So what happens is that on the first call, post processing is applied and the overlay is drawn on top. Then on the next call, that modified image is taken and the process is repeated, so that not only the overlay, but also the post processing is applied twice, which causes the weird behaviour you encountered.
I'm not sure why those games do this, can't see any use behind it. It may be fixed be checking if any draw call was made before the "Present" call and only apply post processing + overlay in that case and skip it otherwise, I'll check that ...

About the key issue.
Cheers, crosire =)
Last Edit: 2 years 3 weeks ago by crosire.
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Metro 2033 + last light redux issue 2 years 3 weeks ago #4

crosire wrote:
The overlay should never be affected by the post processing, but I experienced that once in Hitman Absolution too: Game seems to call "Present" twice in a row, without any modification between. So what happens is that on the first call, post processing is applied and the overlay is drawn on top. Then on the next call, that modified image is taken and the process is repeated, so that not only the overlay, but also the post processing is applied twice, which causes the weird behaviour you encountered.
I'm not sure why those games do this, can't see any use behind it. It may be fixed be checking if any draw call was made before the "Present" call and only apply post processing + overlay in that case and skip it otherwise, I'll check that ...

About the key issue.

thanks for the quick reply !!! :) seems complicated lol. i've noticed this to with metro, if i hold down the multiply key (*) to toggle depth i get this


and here is the game just like before not holding the depth toggle)


i'm not sure if that depth decection has anything to do with this? I've been playing Dying light (dx11) and not had any issues with it overlaying the post processing twice like this and if i hold the depth toggle key, the screen is just blank black. unlike this. guess the 2 games render differently causing it to hook twice?
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Metro 2033 + last light redux issue 2 years 3 weeks ago #5

  • crosire
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The depthbuffer doesn't contain the overlay, so on the second "Present" call it starts fresh again, no doubled text. With the plain backbuffer output on the other hand there is.
Cheers, crosire =)
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Metro 2033 + last light redux issue 2 years 3 weeks ago #6

ah ok

is there something that i can set to prevent it from applying the post processing twice? I like the draw call counter and i wanted to monitor a few other games but its very hard to make out the number because of the 2 overlapping :/
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Metro 2033 + last light redux issue 2 years 3 weeks ago #7

  • crosire
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Nope. Need to find a way to fix that in ReShade.
Cheers, crosire =)
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Metro 2033 + last light redux issue 2 years 3 weeks ago #8

ah ok. thanks for the fast replies :) im loving it so far. no more radeonpro nonsense anymore on my windows 8.1 rig :)
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