Ghosting by default with Skyrim

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1 month 2 weeks ago - 1 month 2 weeks ago #1 by deepbluefrog
Ghosting by default with Skyrim was created by deepbluefrog
It took me this long to discover ENB and Reshade can work together.

I got it working for Skyrim and it is behaving very nicely except for a severe ghosting issue.

What I am seeing is this:

- With 'Disable replacement with INTZ format' OFF, I get ghosting regardless of the Reshade filter I am applying. It behaves as if a mask of the first static frame is never cleared when you start looking around. Depth buffer does work... I can get decent depth maps using the DisplayDepth plugin.
- With 'Disable replacement with INTZ format' ON, the ghosting goes away, but I immediately lose the depth buffer, which means all the depth related plugins stop working.

I tried multiple tips I found online without success:

- check or uncheck 'Copy depth before clearing'
- Disable AA from ENB / Skryim / NVIDIA driver
- Disable AO from ENB
- Disable ENB and just run Reshade (same ghosting problem)
- Disable Steam overlay

And probably a few more tips I forgot.

Any idea what else I could try to sort this out and run plugins like RTGI with Skyrim and without ghosting?

Edit: I am using Reshade 4.9.1 and I installed it using the DX9 API.
Last edit: 1 month 2 weeks ago by deepbluefrog.

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3 weeks 6 days ago #2 by lordbean
Replied by lordbean on topic Ghosting by default with Skyrim
For troubleshooting purposes, make sure nothing is hooking the game code (steam overlay, discord overlay, rivatuner stats server, streaming software, etc) then retry the suggestions you listed. I have no idea if it will help, but overlay hooks can sometimes cause problems, so it's worth a shot.

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3 weeks 4 days ago #3 by crosire
Replied by crosire on topic Ghosting by default with Skyrim
There is no solution in this case unfortunately. The depth buffer replacement ReShade has to do in DX9 does not work in Skyrim and will break shadow map rendering, hence why the "Disable replacement with INTZ format" option exists to disable it and at least get correct rendering. But as a result depth buffer access cannot work.

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