TERA Online finally working through Direct3D 9

  • Landon783
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5 years 8 months ago #1 by Landon783 TERA Online finally working through Direct3D 9 was created by Landon783
I know for years TERA hasn't worked with ReShade, but I decided to test it again, just on a whim, and it works for me with full functionality as long as you install it as Direct3D 9. I adjusted all the shaders to my liking and played for a while. Everything works fine, and, as usual, ReShade made the game look much better with some preset tweaking.
I also tested with Direct3D 10+ with no success. The game wouldn't launch, but honestly, I'm satisfied if it makes the game look better regardless of which Direct3D it's on.

Here are some before/after screenshots I took:
No RS


RS


No RS


RS


P.S. - Sorry about the Ultrawide Res, I forgot to switch it to 16:9 for the shots but I think you should still be able to see it pretty clearly.

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  • Tsumuro
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5 years 7 months ago #2 by Tsumuro Replied by Tsumuro on topic TERA Online finally working through Direct3D 9
For me Reshade still doesn't work in TERA, even on Direct3D 9... I have even tried older versions but nothing works. Did you do anything specific to make it work? I really lost all hope to make Reshade work in TERA... Whenever I launch the game it crashes and gives me an fffff-fffff error.

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  • Landon783
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5 years 6 months ago #3 by Landon783 Replied by Landon783 on topic TERA Online finally working through Direct3D 9
My guess is, It has something to do with how they use or load their anti-cheat program, XIGNCODE. Because this instance here worked for about 2 days until I started getting error messages again. I got off of TERA again until a few days ago, and I had to install a updates for TERA. Afterwards, RS worked for about a day until it stopped working again. Now, I'm trying to fix it again. I've tried all 3 Renders, and Now I'm trying older versions of RS. Unclear whether it's XIGNCODE, or the updates to TERA. Perhaps, it could be when RS updates it's works on TERA until En Masse notices and they block it. These are my theories but it's so hard to enjoy TERA again after seeing how amazing it's looks with RS. So much so that I would rather troubleshoot TERA for hours with the hope of seeing once again, rather than just play the actual game in it's vanilla state( which is what I've been doing for the past few days) I wonder how many signatures we would need on a petition for this to encourage En Masse to fix this...
Also, My reasoning for suspecting XIGNCODE is because BlackDesertOnline uses it also, and allows it at first but if you Alt+Tab out of the game and come back, it usually crashes.

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  • Landon783
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5 years 6 months ago #4 by Landon783 Replied by Landon783 on topic TERA Online finally working through Direct3D 9
UPDATE: After much trial & error with ReShade, I am still unsure of exactly why it doesn't work with TERA, However, I believe to have found a glimmer of hope.
After a long time of simply doing trial & error with the various combinations of TERA setting and ReShade settings, I began to look for a different approach to the situation, as what I was attempting wasn't fruitful. So, I remembered the predecessor of ReShade, as I'm sure many of you do, SweetFX. So I went to the Downloads page for SweetFX and downloaded the latest version(1.5). I tested it, and copied all the applicably transferable settings from my RS preset to the SweetFX preset and made some other minor tweaks. After all aforementioned steps, I have to say, "It looks pretty good". Honestly, it would probably still look better in RS but at least it makes it look sharper and removes that dull gray haze from the screen, and after so many failed attempts to have something that finally appears to be working is very promising! Although, given the odd mishaps with RS working for a day or two here and there before erroring out again, I have just now gotten SweetFX installed and taken screenshots. So, while I certainly hope that this is a permanent solution, I can't say for sure. All that being said, Please have a look at these screenshots and, if you like them, give it a try yourself! ( I'll leave my SweetFX_Settings at the bottom, so you can Copy/Paste them into your settings)

Before SFX


After SFX


Before SFX


After SFX



To get this preset, just follow these steps(after Installing SweetFX 1.5):
1. Locate your sweetfx_settings.txt file and open it
2. Press Ctrl+A to select All
3. Press Backspace and paste the following in the file(and of course, save the file to commit changes):

/*
.
/ Description /
'
/

Game:
Author:
SweetFX version: 1.5.1 (remake Crunshy)
Description:

Please note when tweaking settings that higher numbers does not always equal better (nor does lower).
Finding the best settings for your game and your taste is about finding just the right amount to apply.

If you made a good setttings preset please share it with your friends, on forums and websites,
and/or submit it to the SweetFX Settings Database : sfx.thelazy.net/games/

This description field and the above Game and Author fields are here so you can fill in your own details for the presets you create.
Just delete this description and fill in your own and then share it with the world.

Hope you enjoy my mod.
- CeeJay.dk
- Crunshy (Remake)

/*
.
/ Choose effects /
'
*/

// Set to 1 for ON or 0 for OFF
#define USE_SMAA_ANTIALIASING 0 // [0 or 1] SMAA Anti-aliasing : Smoothens jagged lines using the SMAA technique.
#define USE_FXAA_ANTIALIASING 0 // [0 or 1] FXAA Anti-aliasing : Smoothens jagged lines using the FXAA technique. WIP - Currently only works in DX9 and you need to use the FXAA injector dlls.
#define USE_EXPLOSION 0 // [0 or 1] Explosion : Scatters the pixels, making the image look fuzzy.
#define USE_CARTOON 0 // [0 or 1] Cartoon : "Toon"s the image. (Interferes with SMAA, CRT, Bloom, HDR and Lumasharpen)
#define USE_ADVANCED_CRT 0 // [0 or 1] Advanced CRT : Simulates an old CRT TV display. (Interferes with SMAA, Cartoon, Bloom, HDR and Lumasharpen, and it has a very high performance cost)
#define USE_BLOOM 0 // [0 or 1] Bloom : Makes bright lights bleed their light into their surroundings (relatively high performance cost)
#define USE_HDR 1 // [0 or 1] HDR : Not actual HDR - It just tries to mimic an HDR look (relatively high performance cost)
#define USE_LUMASHARPEN 1 // [0 or 1] LumaSharpen : Also sharpens the antialiased edges which makes them less smooth - I'm working on fixing that.
#define USE_LEVELS 0 // [0 or 1] Levels : Sets a new black and white point. This increases contrast but causes clipping. Use Curves instead if you want to avoid that.
#define USE_TECHNICOLOR 0 // [0 or 1] TECHNICOLOR : Attempts to mimic the look of an old movie using the Technicolor three-strip color process (Techicolor Process 4)
#define USE_DPX 0 // [0 or 1] Cineon DPX : Should make the image look like it's been converted to DXP Cineon - basically it's another movie-like look similar to technicolor.
#define USE_MONOCHROME 0 // [0 or 1] Monochrome : Monochrome makes the colors disappear.
#define USE_LIFTGAMMAGAIN 0 // [0 or 1] Lift Gamma Gain : Adjust brightness and color of shadows, midtones and highlights
#define USE_TONEMAP 0 // [0 or 1] Tonemap : Adjust gamma, exposure, saturation, bleach and defog. (may cause clipping)
#define USE_VIBRANCE 0 // [0 or 1] Vibrance : Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.
#define USE_CURVES 1 // [0 or 1] Curves : Contrast adjustments using S-curves.
#define USE_SEPIA 0 // [0 or 1] Sepia : Sepia tones the image.
#define USE_VIGNETTE 0 // [0 or 1] Vignette : Darkens the edges of the image to make it look more like it was shot with a camera lens. May cause banding artifacts.
#define USE_DITHER 0 // [0 or 1] Dither : Applies dithering to simulate more colors than your monitor can display. This lessens banding artifacts (mostly caused by Vignette)
#define USE_BORDER 0 // [0 or 1] Border : Makes the screenedge black as a workaround for the bright edge that forcing some AA modes sometimes causes.
#define USE_SPLITSCREEN 0 // [0 or 1] Splitscreen : Enables the before-and-after splitscreen comparison mode.

#define USE_CUSTOM 0 // [0 or 1] Custom : Write your own shader by editing custom.h, and then enable it here.

/*
.
/ SMAA Anti-aliasing settings /
'
*/

#define SMAA_THRESHOLD 0.05 // [0.05 to 0.20] Edge detection threshold. If SMAA misses some edges try lowering this slightly. I prefer between 0.08 and 0.12.
#define SMAA_MAX_SEARCH_STEPS 98 // [0 to 98] Determines the radius SMAA will search for aliased edges
#define SMAA_MAX_SEARCH_STEPS_DIAG 16 // [0 to 16] Determines the radius SMAA will search for diagonal aliased edges
#define SMAA_CORNER_ROUNDING 35 // [0 to 100] Determines the percent of antialiasing to apply to corners. 0 seems to affect fine text the least so it's the default.

// -- Advanced SMAA settings --
#define COLOR_EDGE_DETECTION 1 // [0 or 1] 1 Enables color edge detection (slower but slightly more acurate) - 0 uses luma edge detection (faster)
#define SMAA_DIRECTX9_LINEAR_BLEND 0 // [0 or 1] Using DX9 HARDWARE? (software version doesn't matter) if so this needs to be 1 - If not, leave it at 0.
//Enable this only if you use a Geforce 7xxx series or older card, or a Radeon X1xxx series or older card.

/*
.
/ FXAA Anti-aliasing settings /
'
*/
#define FXAA_QUALITY__PRESET 9 // [1 to 9] Choose the quality preset. 9 is the highest quality.
#define fxaa_Subpix 0.900 // [0.000 to 1.000] Choose the amount of sub-pixel aliasing removal.
#define fxaa_EdgeThreshold 0.900 // [0.000 to 1.000] Edge detection threshold. The minimum amount of local contrast required to apply algorithm.
#define fxaa_EdgeThresholdMin 0.900 // [0.000 to 1.000] Darkness threshold. Trims the algorithm from processing darks.

/*
.
/ Explosion settings /
'
*/
#define Explosion_Radius 1.0 // [0.2 to 100.0] Amount of effect you want.


/*
.
/ Cartoon settings /
'
*/
#define CartoonPower 4.0 // [0.1 to 10.0] Amount of effect you want.
#define CartoonEdgeSlope 6.0 // [0.1 to 8.0] Raise this to filter out fainter edges. You might need to increase the power to compensate. Whole numbers are faster.


/*
.
/ Advanced CRT settings /
'
*/
#define CRTAmount 1.00 // [0.00 to 1.00] Amount of CRT effect you want

#define CRTResolution 1.0 // [1.0 to 8.0] Input size coefficent (low values gives the "low-res retro look"). Default is 1.2
#define CRTgamma 2.2 // [0.0 to 4.0] Gamma of simulated CRT (default 2.2)
#define CRTmonitorgamma 2.4 // [0.0 to 4.0] Gamma of display monitor (typically 2.2 is correct)
#define CRTBrightness 1.2 // [1.0 to 3.0] Used to boost brightness a little. Default is 1.0
#define CRTScanlineIntensity 2.0 // [2.0 to 4.0] Scanlines intensity (use integer values preferably). Default is 2.0
#define CRTScanlineGaussian 1 // [0 or 1] Use the "new nongaussian scanlines bloom effect". Default is on

#define CRTCurvature 1 // [[0 or 1] "Barrel effect" enabled (1) or off (0)
#define CRTCurvatureRadius 2.0 // [0.0 to 2.0] Curvature Radius (only effective when Curvature is enabled). Default is 1.5
#define CRTCornerSize 0.0100 // [0.0000 to 0.0020] Higher values, more rounded corner. Default is 0.001
#define CRTDistance 2.00 // [0.00 to 4.00] Simulated distance from viewer to monitor. Default is 2.00
#define CRTAngleX 0.00 // [-0.20 to 0.20] Tilt angle in radians (X coordinates)
#define CRTAngleY -0.15 // [-0.20 to 0.20] Tilt angle in radians (Y coordinates). (Value of -0.15 gives the 'arcade tilt' look)
#define CRTOverScan 1.00 // [1.00 to 1.10] Overscan (e.g. 1.02 for 2% overscan). Default is 1.01
#define CRTOversample 0 // [0 or 1] Enable 3x oversampling of the beam profile (warning : performance hit)

/*
.
/ Bloom settings /
'
*/
#define BloomThreshold 25.80 // [0.00 to 50.00] Threshold for what is a bright light (that causes bloom) and what isn't.
#define BloomPower 1.389 // [0.000 to 8.000] Strength of the bloom
#define BloomWidth 0.0101 // [0.0000 to 1.0000] Width of the bloom

/*
.
/ HDR settings /
'
*/
#define HDRPower 1.20 // [0.00 to 8.00] Strangely lowering this makes the image brighter
#define radius2 0.85 // [0.00 to 8.00] Raising this seems to make the effect stronger and also brighter

/*
.
/ LumaSharpen settings /
'
*/
// -- Sharpening --
#define sharp_strength 0.6 // [0.10 to 3.00] Strength of the sharpening
#define sharp_clamp 0.49 // [0.000 to 1.000] Limits maximum amount of sharpening a pixel recieves - Default is 0.035

// -- Advanced sharpening settings --
#define pattern 1 // [1|2|3|4] Choose a sample pattern. 1 = Fast, 2 = Normal, 3 = Wider, 4 = Pyramid shaped.
#define offset_bias 0.9 // [0.0 to 6.0] Offset bias adjusts the radius of the sampling pattern.
//I designed the pattern for offset_bias 1.0, but feel free to experiment.

// -- Debug sharpening settings --
#define show_sharpen 0 // [0 or 1] Visualize the strength of the sharpen (multiplied by 4 to see it better)

/*
.
/ Levels settings /
'
*/

#define Levels_black_point 11 // [0 to 255] The black point is the new black - literally. Everything darker than this will become completely black. Default is 16.0
#define Levels_white_point 255 // [0 to 255] The new white point. Everything brighter than this becomes completely white. Default is 235.0

//Colors between the two points will stretched, which increases contrast, but details above and below the points are lost (this is called clipping).


/*
.
/ TECHNICOLOR settings /
'
*/
#define TechniAmount 0.46 // [0.00 to 1.00]
#define TechniPower 4.0 // [0.00 to 8.00]
#define redNegativeAmount 0.74 // [0.00 to 1.00]
#define greenNegativeAmount 0.83 // [0.00 to 1.00]
#define blueNegativeAmount 0.9 // [0.00 to 1.00]


/*
.
/ Cineon DPX settings /
'
*/
#define Red 9.0 // [1.0 to 15.0]
#define Green 9.0 // [1.0 to 15.0]
#define Blue 9.0 // [1.0 to 15.0]

#define ColorGamma 1.0 // [0.1 to 2.5] Adjusts the colorfulness of the effect in a manner similar to Vibrance. 1.0 is neutral.
#define DPXSaturation 1.0 // [0.0 to 8.0] Adjust saturation of the effect. 1.0 is neutral.

#define RedC 0.33 // [0.60 to 0.20]
#define GreenC 0.36 // [0.60 to 0.20]
#define BlueC 0.35 // [0.60 to 0.20]

#define Blend 0.23 // [0.00 to 1.00] How strong the effect should be.


/*
.
/ Monochrome settings /
'
*/
#define Monochrome_conversion_values float3(0.18, 0.41, 0.41) // [0.00 to 1.00] Percentage of RGB to include (should sum up to 1.00)


/*
.
/ Lift Gamma Gain settings /
'
*/
#define RGB_Lift float3(1.000, 1.000, 1.000) // [0.000 to 2.000] Adjust shadows for Red, Green and Blue.
#define RGB_Gamma float3(1.000, 1.000, 1.000) // [0.000 to 2.000] Adjust midtones for Red, Green and Blue
#define RGB_Gain float3(1.000, 1.000, 1.000) // [0.000 to 2.000] Adjust highlights for Red, Green and Blue

//Note that a value of 1.000 is a neutral setting that leave the color unchanged.

/*
.
/ Tonemap settings /
'
*/
#define Gamma 0.900 // [0.000 to 2.000] Adjust midtones. 1.000 is neutral. This setting does exactly the same as the one in Lift Gamma Gain, only with less control.

#define Exposure 0.000 // [-1.000 to 1.000] Adjust exposure

#define Saturation -0.100 // [-1.000 to 1.000] Adjust saturation

#define Bleach 0.000 // [0.000 to 1.000] Brightens the shadows and fades the colors

#define Defog 0.000 // [0.000 to 1.000] How much of the color tint to remove
#define FogColor float3(0.0, 0.0, 0.0) // [0.00 to 2.55, 0.00 to 2.55, 0.00 to 2.55] What color to remove - default is blue


/*
.
/ Vibrance settings /
'
*/
#define Vibrance 0.75 // [-1.00 to 1.00] Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.
#define Vibrance_RGB_balance float3(1.06, 1.06, 1.08) // [-10.00 to 10.00,-10.00 to 10.00,-10.00 to 10.00] A per channel multiplier to the Vibrance strength so you can give more boost to certain colors over others


/*
.
/ Curves settings /
'
*/
#define Curves_mode 2 // [0|1|2] Choose what to apply contrast to. 0 = Luma, 1 = Chroma, 2 = both Luma and Chroma. Default is 0 (Luma)
#define Curves_contrast 0.55 // [-1.00 to 1.00] The amount of contrast you want

// -- Advanced curve settings --
#define Curves_formula 4 // [1|2|3|4|5|6|7|8|9|10] The contrast s-curve you want to use.
//1 = Sine, 2 = Abs split, 3 = Smoothstep, 4 = Exp formula, 5 = Simplified Catmull-Rom (0,0,1,1), 6 = Perlins Smootherstep
//7 = Abs add, 8 = Techicolor Cinestyle, 9 = Parabola, 10 = Half-circles.
//Note that Technicolor Cinestyle is practically identical to Sine, but runs slower. In fact I think the difference might only be due to rounding errors.
//I prefer 2 myself, but 3 is a nice alternative with a little more effect (but harsher on the highlight and shadows) and it's the fastest formula.

/*
.
/ Sepia settings /
'
*/
#define ColorTone float3(1.0, 1.0, 1.0) // [0.00 to 2.55, 0.00 to 2.55, 0.00 to 2.55] What color to tint the image
#define GreyPower 0.0 // [0.00 to 1.00] How much desaturate the image before tinting it
#define SepiaPower 0.58 // [0.00 to 1.00] How much to tint the image


/*
.
/ Vignette settings /
'
*/
#define VignetteType 1 // [1|2|3] 1 = Original, 2 = New, 3 = TV style
#define VignetteRatio 1.00 // [0.15 to 6.00] Sets a width to height ratio. 1.00 (1/1) is perfectly round, while 1.60 (16/10) is 60 % wider than it's high.
#define VignetteRadius 1.00 // [-1.00 to 3.00] lower values = stronger radial effect from center
#define VignetteAmount -0.40 // [-2.00 to 1.00] Strength of black. -2.00 = Max Black, 1.00 = Max White.
#define VignetteSlope 6 // [2 to 16] How far away from the center the change should start to really grow strong (odd numbers cause a larger fps drop than even numbers)
#define VignetteCenter float2(0.500, 0.500) // [0.000 to 1.000, 0.000 to 1.000] Center of effect for VignetteType 1. 2 and 3 do not obey this setting.


/*
.
/ Dither settings /
'
*/
#define dither_method 1 // [1 or 2] 1 = Ordered dithering (very good and very fast), 2 = Random dithering (different but slightly slower dithering)

//Note that the patterns used by Dither, makes an image harder to compress.
//This can make your screenshots and video recordings take up more space.


/*
.
/ Border settings /
'
*/
#define border_width float2(1,100) // [0 to 2048, 0 to 2048] (X,Y)-width of the border. Measured in pixels.
#define border_color float3(0, 0, 0) // [0 to 255, 0 to 255, 0 to 255] What color the border should be. In integer RGB colors, meaning 0,0,0 is black and 255,255,255 is full white.


/*
.
/ Splitscreen settings /
'
*/
#define splitscreen_mode 1 // [1|2|3|4|5|6] 1 = Vertical 50/50 split, 2 = Vertical 25/50/25 split, 3 = Vertical 50/50 angled split, 4 = Horizontal 50/50 split, 5 = Horizontal 25/50/25 split, 6 = Curvy vertical 50/50 split

/*
.
/ Custom settings /
'
*/
#define custom_strength 1.0 // [0.00 to 1.00] Adjust the strength of the effect

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