Total War Attila critical bug!

  • Posts: 181
5 years 3 months ago - 5 years 3 months ago #1 by klotim
Total War Attila with latest reshade+Framework.

Everything went well, until the game first got stuck, then minimized itself and then compilation succeeded is stated, however the text is also multiplied by 2-3, as if reshade restarted itself 2-3 times, then all there is, is a black screen ingame with 2-3 reshade status texts.

It pretty much sucks, because IT HAD to happen during the last minutes of a huge battle that took me ~30 min

here's the log, and as you could see, from 19.34 everything went crazy.

All I did:
changing values to compile again = fail
ALT+Enter = fail
Turned off all effects = fail


It would be great if this could be fixed, this happened before but the black screen didn't happen so I didn't care more about that, the only issue then, was the performance drop. That Happened yesterday, Today everything as I said before gone critical.
Is it possible to completely uninject reshade? So I can see the game again, and save the game? That would be great. A key combo for example, ALT+ SHIFT + END.

Log in spoiler:
Warning: Spoiler! [ Click to expand ]

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  • Posts: 3750
5 years 3 months ago #2 by crosire
That's one of the major issues with the D3D10/11 renderer right now. If anything goes wrong you'll just get a black screen instead of the original game.
I need to find a better way to handle MSAA than replacing the backbuffer completly to fix that.

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  • Posts: 181
5 years 3 months ago - 5 years 3 months ago #3 by klotim

crosire wrote: That's one of the major issues with the D3D10/11 renderer right now. If anything goes wrong you'll just get a black screen instead of the original game.
I need to find a better way to handle MSAA than replacing the backbuffer completly to fix that.


Hmm, is there a reason why there wasn't any blackscreen yesterday?

Also, I didn't use msaa, I used MLAA ingame setting with SMAA and prediction and color edge detect as the only setting in reshade

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5 years 3 months ago - 5 years 3 months ago #4 by crosire
MSAA was the reason it does things the way it does things. Doesn't matter if it's enabled or not. I'll rewrite parts of the D3D10/11 renderers and to it differently.
The following user(s) said Thank You: klotim

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