[SOLVED] ReShade won't work with the latest ETS2 oculus build
- keem85
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8 years 10 months ago - 8 years 10 months ago #1
by keem85
ReShade won't work with the latest ETS2 oculus bui was created by keem85
The latest SDK from Oculus has done some tweaking with their "extended mode" so that the game it self renders from their SDK.. So when I fire up ReShade with ETS2, it's actually loading up, but it won't inject the game with post processing..
This is what ETS2 developer Komat said to me:
Is there a way to get this to work?
This is what ETS2 developer Komat said to me:
Warning: Spoiler!
keem85 wrote:
Komat, will extended mode of 0.6 be available? There is a huge benefit of using SweetFX injection!!
Komat:
Last time I tried the extended mode it did work and did display on the Oculus which was as secondary monitor. Now the thing is that with 0.6 the extended mode works differently and the final output of the image in both modes is done by the SDK compositor process so you will not see anything in the game window unless you enable mirroring and even then it will be only a separate copy not relevant to what you see in the HMD.
You might try to apply the SweeFX to the compositor process instead of the game. Other than that I think that the author of ReShade would have to extend it to hook into the OVR DLLs (LibOVRRT*) and intercept the ovrHmd_SubmitFrame function.
Komat, will extended mode of 0.6 be available? There is a huge benefit of using SweetFX injection!!
Komat:
Last time I tried the extended mode it did work and did display on the Oculus which was as secondary monitor. Now the thing is that with 0.6 the extended mode works differently and the final output of the image in both modes is done by the SDK compositor process so you will not see anything in the game window unless you enable mirroring and even then it will be only a separate copy not relevant to what you see in the HMD.
You might try to apply the SweeFX to the compositor process instead of the game. Other than that I think that the author of ReShade would have to extend it to hook into the OVR DLLs (LibOVRRT*) and intercept the ovrHmd_SubmitFrame function.
Is there a way to get this to work?
Last edit: 8 years 10 months ago by keem85.
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- crosire
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8 years 10 months ago #2
by crosire
Replied by crosire on topic ReShade won't work with the latest ETS2 oculus bui
From what I could gather from the Oculus SDK source, the Oculus compositor process probably renders with D3D11. So I'd follow Komat's advice. Install ReShade to that compositor executable instead of to the game (you probably find it along the rest of the Oculus installation).
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- keem85
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8 years 10 months ago #3
by keem85
Replied by keem85 on topic ReShade won't work with the latest ETS2 oculus bui
Thanks man ! But is it possible to install ReShade to the .dll and tell ReShade that the .dll is an executable? I think it's a dll only..
By the way ETS2 is DX9 only, but does it still render with DX11 is that what you mean?
By the way ETS2 is DX9 only, but does it still render with DX11 is that what you mean?
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- crosire
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8 years 10 months ago #4
by crosire
Replied by crosire on topic ReShade won't work with the latest ETS2 oculus bui
forums.oculus.com/viewtopic.php?t=23372
: "The Oculus SDK 0.6 introduces the compositor, a separate process (or actually service) for applying distortion and displaying scenes and other major changes."
So there is an executable somewhere. That's the one to install ReShade to.
So there is an executable somewhere. That's the one to install ReShade to.
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- keem85
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8 years 10 months ago #5
by keem85
Replied by keem85 on topic ReShade won't work with the latest ETS2 oculus bui
It worked crosire! Amazed by the difference of using ReShade in the DK2!!
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