Compatibility list

  • Posts: 1
5 years 6 months ago - 5 years 6 months ago #161 by macmac__
Project CARS
0.13.2+Master+SWFX
64bit, D3D11.
Works well, depthbuffer works WITHOUT in-game AA. (Possible to do something about it(?), I can view the depthbuffer with in-game devtools though)
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  • Posts: 166
5 years 6 months ago - 5 years 6 months ago #162 by Sh1nRa358
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Simply AMAZING. Don't even need 4K with this bad boi xD


Final Fantasy III: Have to use the reshade launcher on the bare .exe in order for the game to work. If you use the launcher on the game's launcher
first, no effects will show. Game will not work by launching the bare exe or the game's launcher without the Reshade launcher. After you use the
Reshade launcher on the bare game exe, then you can use it on the launcher and it will work but still with the Reshade launcher. Using the Reshade
launcher on the game's launcher, it creates a dx9.dll. Using it on the bare launcher though, it creates and opengl.dll. Doesn't really matter though since the PPSSPP version looks 10x better along with having this with it.

EPSXE: Infinite initializing loop when using the Pete OpenGL2.9 graphics plugin. It also makes the fast plugin very slow. No effects are seen.
However, it does work with the Pete's OpenGL 1.77 graphics plugin just fine. Differences are, 2.9 has shader support while 1.77 doesn't.

Sleeping Dogs DE: Game freezes on compiling.

WinMUGEN: Uses dx8 but Reshade doesn't work with it.

MUGEN 1.1A4: Works!!! OpenGL if you have it on the OpenGL setting. Other modes not worth mentioning because not very good support for it on other
modes. EDIT: Seems ReShade launcher is needed. Wont launch without it after the Reshade files are in the folder.

PCSX2: Works! Crashes on exit though.


Edit2: Most of the things I said earlier about the exe's needing the Reshade launcher had some light shed on them. Seems that after the Reshade files are in some game folders, I have to right click and run as an admin on the game's exes for them to work without the Reshade launcher. I use a standard account. Without the Reshade files in the game folders, I don't have to run as admin. It may be a possibility that sometimes crashes happen on my end because of that but I'm not for sure. I don't have anything installed on the master account directly. Hope that can be fixed in the future. Eliminating the UAC prompts without having to turn off UAC on windows would be great. But so far, I can't put this down xD
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  • Posts: 1
5 years 6 months ago - 5 years 6 months ago #163 by gypsythief

Deriest wrote: Rift crashes after character selection. I tested with versions 11.1, 12, and 13.


I am happy to report that as of v14, Rift is running perfectly using ReShade 0.14.0, SweetFX 2.0 and the D3D9.dll hook; I've been playing for 4 hours now with out a single hiccup, glitch or crash.

Depth Buffer:

Pressing NumPad * gives me a plain light grey screen. However:

The Home Page wrote: No more waiting: ReShade provides a generic way to access both color and depth information (latter is automaticaly disabled during multiplayer to prevent exploitation), making your dreams come true.


Given that this is a multiplayer game, should I expect to see anything? If not, is there another way to test the depth buffer, or is all depth-related stuff disabled for multiplayer games?

Edit: forgot to mention that I had also tested with both anti-aliasing methods offered in game, Edge Smoothing and Supersampling, and they had no effect on ReShade / SweetFX: everything still worked fine.
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  • Posts: 105
5 years 6 months ago - 5 years 6 months ago #164 by JPulowski
I found something interesting when playing with my monitor's gamma settings. As some of you already know Dying Light's depth buffer is completely black. But actually this is not the case:



In order to show depth buffer content I edited the images. So the depth buffer is not empty. This might be the case on some other games as well.
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  • Posts: 7
5 years 6 months ago #165 by turboscalpeur
Brother - A Tale of Two Sons - OpenGL32.dll?? is a d3d9.dll. Then all seems to be functioning (ReShade 0.14.0 + SweetFX 2.0 + MasterEffect ReBorn 1.0.340 installed on Win32).

Contrast working as well: d3d9.dll (Win32) - ReShade 0.14.0 + SweetFX 2.0 + MasterEffect ReBorn 1.0.340 installed. DepthBuffer Access.
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  • Posts: 34
5 years 6 months ago - 5 years 6 months ago #166 by Omnipotus
I've been busy with things the last few days, my bad, just got back and updated the Compatibility List with the newest findings from the community as well as a few of my own. :D

Added

Counter-Strike: Global Offensive
Sniper Ghost Warrior 2
Star Wars: The Force Unleashed Ultimate Edition
Star Wars: The Force Unleashed II
The Scourge Project: Episode 1 and 2
The Dark Eye: Chains of Satinav
Airship Dragoon
Alan Wake
Alien vs. Predator (2010)
Amnesia: The Dark Descent
Alice: Madness Returns
Anomaly: Warzone Earth
BattleBlock Theater
Batman: Arkham Origins Blackgate HD
Banished
Brutal Legend
Costume Quest
Costume Quest 2
Disney Epic Mickey 2
DmC: Devil May Cry
Ether Vapor Remaster
F.E.A.R. 3
Call of Duty: World at War
Final Fantasy XIII
Final Fantasy XIII-2
Gun Metal

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  • Posts: 123
5 years 6 months ago #167 by strelokgunslinger
@Omnipotus

You might want to add Dying Light [x64 / dxgi.dll]
my post: reshade.me/forum/general-discussion/87-c...-list?start=138#1181
JPulowski did more investigating for depth buffer, either its counted or partial or not working BUT NORMAL EFFECTS DO WORK:
reshade.me/forum/general-discussion/87-c...-list?start=162#1313

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  • Posts: 16
5 years 6 months ago - 5 years 6 months ago #168 by Blackhand
Reshade 0.14.0 - Gothic 3: 32 bit, hook: d3d9.dll, framebuffer access. Objects far away and the barrier around Vengard not visible in depthbuffer, but all other objects. I don't know to interpret this. Bad Performance due to low GPU Utilization, even @no effects. Maybe there is a CPU Overhead caused by Reshade? Classic SweetFX works without this loss.

And again:
Quake 3 is still not working for me, still nothing happens.
Titanfall hook is still wrong in the list. DXGI.dll is right.

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  • Posts: 3
5 years 6 months ago #169 by Chonko
A story about my uncle = GOOD / no depth buffer

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  • Posts: 105
5 years 6 months ago #170 by JPulowski

strelokgunslinger wrote: @Omnipotus

You might want to add Dying Light [x64 / dxgi.dll]
my post: reshade.me/forum/general-discussion/87-c...-list?start=138#1181
JPulowski did more investigating for depth buffer, either its counted or partial or not working BUT NORMAL EFFECTS DO WORK:
reshade.me/forum/general-discussion/87-c...-list?start=162#1313

I did some further testing and I can confirm that ReShade successfully captures the depth buffer. The problem is depth buffer visualization, when linearizing depth buffer sometimes it is not accurate. Some other games might require further testing as well. When testing depth buffer, if depth visualization is empty use SMAA with depth edge detection to be sure.

Change SMAA_EDGE_DETECTION to 3. And SMAA_DEBUG_OUTPUT to 1. Then play with SMAA_THRESHOLD, if you see colorful edges that means the game has depth buffer output.
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  • Posts: 272
5 years 6 months ago #171 by robgrab
I wonder how many other games have this issue. I remember when I first tried Condemned all I saw was a pure white screen. Normally I would have just quit and assumed nothing was there but I tried moving around in the game and eventually I could baaarely make out some light gray areas. Tweaking with the DoF settings I was finally able to achieve the perfect look.

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  • Posts: 95
5 years 6 months ago #172 by NattyDread

JPulowski wrote: I found something interesting when playing with my monitor's gamma settings. As some of you already know Dying Light's depth buffer is completely black. But actually this is not the case:
...
In order to show depth buffer content I edited the images. So the depth buffer is not empty. This might be the case on some other games as well.


That's a great find! Crosire can we somehow modify the end and start point of the depth buffer for each game manually? To me it looks like that is the issue in this case.

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  • Posts: 3750
5 years 6 months ago #173 by crosire

NattyDread wrote: Crosire can we somehow modify the end and start point of the depth buffer for each game manually? To me it looks like that is the issue in this case.

That's job of the shaders. The depth visualization in SweetFX allows to modify that by changing "z_near" and "z_far" in "Sweet.fx" for instance.
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  • Posts: 123
5 years 6 months ago #174 by strelokgunslinger

crosire wrote:

NattyDread wrote: Crosire can we somehow modify the end and start point of the depth buffer for each game manually? To me it looks like that is the issue in this case.

That's job of the shaders. The depth visualization in SweetFX allows to modify that by changing "z_near" and "z_far" in "Sweet.fx" for instance.


Quick tangent [you really need a pm system here :S]
Any chance you can start a reshade steam group so if people want to add each other they can easily?

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  • Posts: 105
5 years 6 months ago #175 by JPulowski

strelokgunslinger wrote: Any chance you can start a reshade steam group so if people want to add each other they can easily?

There is already one available: steamcommunity.com/groups/SweetFX
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  • Posts: 28
5 years 6 months ago - 5 years 6 months ago #176 by tybalitea
some games i've tested with the last version 0.14.0 :
Drakensang (d3d9.dll) works with depthbuffer access, and i think the sequel River of Time too :

http://i.imgur.com/lgoxQd2.png?1

Divinity 2 DKS (d3d9.dll), HDR needs to be disabled in the game menu to have depthbuffer :

http://i.imgur.com/tYD9RsF.png?1
http://i.imgur.com/rScYWrj.png?1

Hitman : blood money (d3d9.dll) works with depthbuffer too (0.13.2)
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  • Posts: 95
5 years 6 months ago #177 by NattyDread
I managed to get the depth buffer in Dying Light to look like this:

by using sfx only. I couldn't manage to get a greater depth than this.
Can someone with some coding skill take a look in master effect and see if something like this is doable there?

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  • Posts: 272
5 years 6 months ago - 5 years 6 months ago #178 by robgrab
I retried all of these games using 0.14.0 and they work fine. All the previous issues remain though (i.e. System Shock 2: Depthbuffer is partly cleared when weapon is holstered.) Go ahead and update the list.

Call of Juarez: Bound in Blood - d3d9.dll
Chronicles of Riddick: Dark Athena - opengl32.dll
Condemned: Criminal Origins - d3d9.dll
Dead Space 3 - d3d9.dll
Psychonauts - d3d9.dll
Quake 4 - opengl32.dll
Resident Evil: Revelations - d3d9.dll
Saint's Row IV - dxgi.dll
System Shock 2 - d3d9.dll
TRON 2.0 - d3d9.dll
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  • Posts: 123
5 years 6 months ago #179 by strelokgunslinger

robgrab wrote: I retried all of these games using 0.14.0 and they work fine. All the previous issues remain though (i.e. System Shock 2: Depthbuffer is partly cleared when weapon is holstered.) Go ahead and update the list.

Call of Juarez: Bound in Blood
Chronicles of Riddick: Dark Athena
Condemned: Criminal Origins
Dead Space 3
Psychonauts
Quake 4
Resident Evil: Revelations
Saint's Row IV
System Shock 2
TRON 2.0


Try to add the hook for each game

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  • Posts: 7
5 years 6 months ago #180 by turboscalpeur
KillerIsDead Win32 || d3d9.dll || ReShade 0.14.0 + SweetFX 2.0 + MasterEffect ReBorn 1.0.340 || Success, DepthBuffer Access.

Limbo d3d9.dll || ReShade 0.14.0 + SweetFX 2.0 + MasterEffect ReBorn 1.0.340 || Success, DepthBuffer Access.

The Plan OPENGL32.dll || ReShade 0.14.0 + SweetFX 2.0 + MasterEffect ReBorn 1.0.340 || Success, DepthBuffer Access.
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