Depth buffer detection modifications

  • Posts: 272
2 years 4 months ago - 2 years 4 months ago #101 by robgrab

thalixte wrote: Cool ! So, this is dx11 game.


Yes. They used the Bioshock Infinite engine (Unreal 3.0) for the Remastered editions, which is DX11. The originals used Unreal Engine 2.5, which was DX9, although they did have a DX10 mode. The improvements to lighting and textures were already huge when compared to the originals but now with addition of AO and DoF it looks amazing! I've really enjoyed my return to Rapture. Thanks again, thalixte!!

Please Log in or Create an account to join the conversation.

  • Posts: 29
2 years 4 months ago #102 by Androll
I have some free time now, thalixte do you need some more test results from various DX9 titles?

Please Log in or Create an account to join the conversation.

  • Posts: 97
2 years 4 months ago #103 by NoMansReshade
Out of curiosity, is this possible to do with OpenGL? DirectX9 seems to be challenging, so I can't imagine OpenGL would be that much better.

Also, has anybody tried using Nvidia Inspector to force anti-aliasing into a game while using this?

Please Log in or Create an account to join the conversation.

  • Posts: 581
2 years 4 months ago #104 by thalixte

Androll wrote: I have some free time now, thalixte do you need some more test results from various DX9 titles?


Oh, yes, it would be nice :cheer:

Please Log in or Create an account to join the conversation.

  • Posts: 29
2 years 4 months ago #105 by Androll
In Half-Life 2 depth is working in-game with some bugs like flickering characters and objects as you travels the map. In 3D menu depth is broken.

Some screens:
Warning: Spoiler! [ Click to expand ]

Settings that works for me:
Warning: Spoiler! [ Click to expand ]

As before, to retrieve depth you need to change retrieval mode every game restart, even when you use correct settings. Just change retrieval mode to postprocess and back to 2nd mode.

Please Log in or Create an account to join the conversation.

  • Posts: 581
2 years 4 months ago #106 by thalixte

Androll wrote: In Half-Life 2 depth is working in-game with some bugs like flickering characters and objects as you travels the map. In 3D menu depth is broken.

Some screens:

Settings that works for me:

Warning: Spoiler! [ Click to expand ]

As before, to retrieve depth you need to change retrieval mode every game restart, even when you use correct settings. Just change retrieval mode to postprocess and back to 2nd mode.


Thks ! Can you test those ones (should remove the initialization bug, bot not the texture flickering yet):
d3d9_32bits.zip
d3d9_64bits.zip
The following user(s) said Thank You: Androll

Please Log in or Create an account to join the conversation.

  • Posts: 29
2 years 4 months ago - 2 years 4 months ago #107 by Androll
Initialization bug is gone :woohoo: Nice work. Just one thing that i forget of, depth output in hl2 is black when RESHADE_DEPTH_INPUT_IS_REVERSED =1. Maybe DisplayDepth shader mess something up?

Reversed =1
Warning: Spoiler! [ Click to expand ]

Reversed = 0
Warning: Spoiler! [ Click to expand ]

Some new screens of bugged objects.
Warning: Spoiler! [ Click to expand ]

Please Log in or Create an account to join the conversation.

  • Posts: 127
2 years 4 months ago #108 by Chavolatra
Can have detect depth buffer in re 4 ultra hd edition ?

Please Log in or Create an account to join the conversation.

  • Posts: 29
2 years 4 months ago #109 by Androll
Bugs aside, Half-Life 2 in motion look good enough for normal gameplay.

Warning: Spoiler! [ Click to expand ]

Please Log in or Create an account to join the conversation.

  • Posts: 533
2 years 4 months ago - 2 years 4 months ago #110 by lowenz
Curious thing about this new version and UT3 (maybe all Unreal Engine 3 powered games): with DB Clearing set to "none" I got the DB, MXAO is correctly applied with NO frame corruption BUT the weapon/arm model disappears (it's there BUT with no textures! I can see the MXAO applied to the 3D model!).

The frame corruption - and the weapon/arm model+textures - returns with DB Clearing set to "1"

Please Log in or Create an account to join the conversation.

  • Posts: 533
2 years 4 months ago #111 by lowenz
In Singularity (UE3.x) there's the same issue BUT the weapon/arm model+textures are blackened (DBC "none" and MXAO applied with no corruption):

File Attachment:

Please Log in or Create an account to join the conversation.

  • Posts: 272
2 years 4 months ago #112 by robgrab
I just tried Resident Evil 4 Ultimate HD with the 32 bit version of your dxd9.dll. I went through every combination but nothing worked. :(

There has to be a way. I still have the original release of RE4 on the PC (the crappy version). Boris created an ENB for that which had depth buffer access. I can't imagine much changed between that version and the "Ultimate HD" version.

Please Log in or Create an account to join the conversation.

  • Posts: 127
2 years 4 months ago - 2 years 4 months ago #113 by Chavolatra

robgrab wrote: I just tried Resident Evil 4 Ultimate HD with the 32 bit version of your dxd9.dll. I went through every combination but nothing worked. :(

There has to be a way. I still have the original release of RE4 on the PC (the crappy version). Boris created an ENB for that which had depth buffer access. I can't imagine much changed between that version and the "Ultimate HD" version.


and this mod ?
RE 4 HD

Please Log in or Create an account to join the conversation.

  • Posts: 26
2 years 4 months ago #114 by cloud6625
I tried out the new d3d9.dll on A Hat In Time and got the depth buffer working.
Warning: Spoiler! [ Click to expand ]

unfortunately it seems to flicker when moving and it causes the normal visuals to turn into this mess:
Warning: Spoiler! [ Click to expand ]

Please Log in or Create an account to join the conversation.

  • Posts: 228
2 years 4 months ago - 2 years 4 months ago #115 by Uncle Crassius
Used the new d3d9.dll for Outlast. Depth Buffer shows, but causes heavy flickering and graphical artifacts and shows only some of the models with major assets missing. Since it's Unreal Engine I'd wager it will work if it works for Dishonored.

Please Log in or Create an account to join the conversation.

  • Posts: 581
2 years 4 months ago - 2 years 4 months ago #116 by thalixte

Uncle Crassius wrote: Used the new d3d9.dll for Outlast. Depth Buffer shows, but causes heavy flickering and graphical artifacts and shows only some of the models with major assets missing. Since it's Unreal Engine I'd wager it will work if it works for Dishonored.


I know there should be bugs. I don't have much time to track them for the moment, sorry. But thks for your infos, since i can't test on all d3d9 games. ;)

Could you try those new ones ?
d3d9:
d3d9_32bits.zip
d3d9_64bits.zip

d3d11:
dxgi_32bits.zip
dxgi_64bits.zip

Important edit:
With the 32 bits one, i can now make the depth buffer works as intended in Mass Effect 2 ! :woohoo:
The following user(s) said Thank You: Uncle Crassius

Please Log in or Create an account to join the conversation.

  • Posts: 272
2 years 4 months ago #117 by robgrab
Your links are for dxgi.dll not d3d9.dll

Please Log in or Create an account to join the conversation.

  • Posts: 533
2 years 4 months ago - 2 years 4 months ago #118 by lowenz
Rename it, it's the same.

Edit: there're the older ones, 06 March.

Please Log in or Create an account to join the conversation.

  • Posts: 228
2 years 4 months ago - 2 years 4 months ago #119 by Uncle Crassius

thalixte wrote:

Uncle Crassius wrote: Used the new d3d9.dll for Outlast. Depth Buffer shows, but causes heavy flickering and graphical artifacts and shows only some of the models with major assets missing. Since it's Unreal Engine I'd wager it will work if it works for Dishonored.


I know there should be bugs. I don't have much time to track them for the moment, sorry. But thks for your infos, since i can't test on all d3d9 games. ;)

Could you try those new ones ?
d3d9_32bits.zip
d3d9_64bits.zip


Glad I can help. Tried out the 64-bit one (renamed) on Outlast again and got no depth access at all despite trying out all options.

Please Log in or Create an account to join the conversation.

  • Posts: 581
2 years 4 months ago #120 by thalixte

lowenz wrote: Rename it, it's the same.

Edit: there're the older ones, 06 March.


Whoops... Sorry for the bad links. I edited my previous post, so you can retrieve the good ones :cheer:

Please Log in or Create an account to join the conversation.