DirectX 9 (d3d9) games with ReShade crash 24/7
- JohnFromSteam
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- JohnFromSteam
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Faulting application name: swfoc.exe, version: 1.0.0.0, time stamp: 0x4a83aec7
Faulting module name: ntdll.dll, version: 10.0.15063.447, time stamp: 0xd51d5c5e
Exception code: 0xc0000005
Fault offset: 0x0002be72
Faulting process id: 0x53e0
Faulting application start time: 0x01d321ca78fc582c
Faulting application path: E:\Games\Steam\steamapps\common\Star Wars Empire at War\corruption\swfoc.exe
Faulting module path: C:\WINDOWS\SYSTEM32\ntdll.dll
Report Id: a5265666-13de-4e9e-af22-a9f64954df65
Faulting package full name:
Faulting package-relative application ID:
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- ryurix
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Looks like it's because last Windows 10 update.
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- JohnFromSteam
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- raaaaav
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- unic0rn
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i've got some weird problems in GTA IV as mentioned in my other thread though, and depth buffer missing in games where it should be supported.
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- ryurix
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- Uxot
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- Kapanth
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- lowenz
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It crashes right at startup, when creating the internal swapchain of the D3D8 device. Referencing NULL ptr.
For more information on the case:
> D3D8.dll!D3D11Root::ApplyRenderTargets(unsigned int adapterID, ID3D11RenderTargetView * rt0, ID3D11RenderTargetView * rt1, ID3D11DepthStencilView * pDepthStencilView) Line 1297 C++
in dgVoodoo this method calls OMSetRenderTargets in the following form:
ID3D11RenderTargetView* rt[2] = {rt0, rt1};
adapter.pD3D11DeviceContext->OMSetRenderTargets (2, rt, pDepthStencilView);
rt0 and rt1 are both NULL, only pDepthStencilView is non-NULL. My guess is ReShade expects at least one non-NULL rendertarget (this code didn't change in dgVoodoo for ages).
Also, Crosire wrote that dgVoodoo deadlocks for him. Well, for Unreal Engine games it can indeed deadlock: since the engine forces the mouse cursor at the center of the physical window, it can easily go outside of the mouse range expected by dgVoodoo which tries to force it back, and this ping-pong results in deadlock.
For Unreal engine games it's better to set 'FreeMouse = true' in the GeneralExt config section.
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- Uxot
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- Kylie
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- Timon
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- lukonja
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UE2.5 was purely built on dx7 then later for usage of normal maps and some other shaders, they used mixed dx7 with dx8, and then dx9 in latest.
If the game has 64bit install or mod. I suggest using it.
This is all confusing but, I have read this on old 2001-5 forums on 3dbuzz, where actual Epic Team members explained whats going on under the hood of ue2.5.
the dx8,dx9 versions will not run with newest reshade unless the game is dx9.0b and 64bit.
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- zurion
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I've been banging my head against a wall for the past week, trying to make Reshade work with Witcher 1. If I let the d3d9.dll in the /system folder, next to witcher.exe, the game would crash with 0xc0000005 error. If I renamed the file to dxgi.dll, it would load, but reshade didn't work.
The solution was, as sugested by Timon, to go to the compatibility tab of witcher.exe and uncheck "Run in compatibility with Windows 7" and "Run as administrator".
If the options are greyed out, click on "Change settings for all users", uncheck them there, press OK twice, then open the Compatibility tab again and you should be able to uncheck those two options.
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