Metal Gear Solid V Ground Zeroes
- JPulowski
- Topic Author
Game version: 1.0.0.2
The game starts in the background then closes down quietly. Fortunately, Reshade is able to create a log file.
Logs:
forums.guru3d.com/showpost.php?p=4986570&postcount=334
pastebin.com/auqLHVeu
Edit: Tracelog
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- Nekrik
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- JPulowski
- Topic Author
As of version 0.11.3 the issue still remains. Here is the tracelog:crosire wrote: Changelog:
0.11.3:
- Fixed crash if "D3D10CreateDeviceAndSwapChain" or "D3D11CreateDeviceAndSwapChain" were called with a null pointer for the device parameter
- Fixed "IDXGISwapChain::ResizeBuffers" hook logging an incorrect swapchain description
- Fixed "wglChoosePixelFormatARB" hook logging invalid formats
- Update NanoVG
pastebin.com/YXnFnyQs
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- crosire
I managed to figure out where exactly the problem originates, but that part is absolutly valid: Any attempt in modifying the VTable of "ID3D11DeviceContext" or replacing the whole object (and thus having a different VTable too) results in the game closing itself for good.
Now I could instead hook each method function invidually (like I did in 0.10.0), but that destroys compatibility with quite a few other games and overlays, so that's not a solution to consider. Removing the whole "ID3D11DeviceContext" hooks would work too, but that kills depthbuffer access and statistics, so no solution either.
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- Nerd
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- kasakka
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- JBeckman
"
"Removing the whole "ID3D11DeviceContext" hooks would work too, but that kills depthbuffer access and statistics, so no solution either.
it seems that would be the only way to get a compatible version of ReShade that works with Phantom Pain and Ground Zeroes but if such a build of ReShade was made it would lack depth the buffer hook (Which when it works allows for effects in the shader framework pack such as depth of field and ambient occlusion to work correctly.) and statistics (FPS counter?) so it would be a trade-off and Crosire probably isn't too keen on cutting out parts of ReShade and maintaining two separate builds and I guess this is not something that would work via a config file either as it has to be set before it can be read by the injector.
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- crosire
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- kasakka
EDIT: Seems they don't, tried 0.10.0 and 0.11.2.
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- crosire
They mostly used and always will use the same system.kasakka wrote: What about rather old versions of ReShade? Would those work? 0.10 or so?
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- kasakka
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- Bishi
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- MonarchX
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- MonarchX
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- kaicooper
i tried all version nothing happnd..but i tried Reshade 0.10 and only lounching then stuck on trying to access effect
but crash
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- MonarchX
To CROSIRE - if 0.10 version works, then maybe 1.0.0 version can be made to work too?
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- Kalamity222
MonarchX wrote: Remove all ReShade and SweetFX files from your MGS V folder. Then download my Preset (which includes only SMAA + FXAA + LumaSharpen to offset SMAA & and FXAA blur) from here - dl.dropboxusercontent.com/u/93831976/AA%20Preset.rar . Extract included files and folders into MGS V directory, where .exe is located. Then see if the game starts up. If not - I don't know what the issue is. If it does, then you can try to edit my AA Preset however you want. It could that only certain effects cause the game to crash.
To CROSIRE - if 0.10 version works, then maybe 1.0.0 version can be made to work too?
Is there a screenshot button for this , used to be prnt screen but after pressing it no screenshots show in the game folder.
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- crosire
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- MonarchX
crosire wrote: Please note that there won't be support for 0.10.0. So if you use that version, you are on your own .
OK, but this does mean that ReShade CAN work with this game, bypassing all the protections that the most recent ReShade cannot.
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- MonarchX
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