3.0
- Mahawili
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- Zireael
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I get random performance hiccups for several minutes that lower my performance by 40-50% while only using FXAA + LUMASHARPEN + LUT
I've found an old thread where someone said it was a VRAM issue but my VRAM is not maxed when this occurs
I've found an old thread where someone said it was a VRAM issue but my VRAM is not maxed when this occurs
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- SilentPrayerCG
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- BlueSkyKnight
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7 years 10 months ago - 7 years 9 months ago #204
by BlueSkyKnight
Replied by BlueSkyKnight on topic 3.0
OpenGL Games problems. Games like Quake 4/Quake 2XP/Prey/Return To Castle Wolfenstine. Black screen with 3.0.5. No Black Screen with 3.0.4. Also Two of the games listed have the issue with Overlay not working with the mouse Quake 4 and Prey.
Update Adding The Chronicles of Riddick Games to the list of opengl games that do not work. If you go back to reshade 3.0.2 or was it 3.0.1 It seems to work.
Update Adding The Chronicles of Riddick Games to the list of opengl games that do not work. If you go back to reshade 3.0.2 or was it 3.0.1 It seems to work.
Last edit: 7 years 9 months ago by BlueSkyKnight. Reason: Update added a other of opengl game
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- mrcorrell
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Is there a page for old version downloads? 3.0.4 works with TESIV:Oblivion, but 3.0.5 doesn't appear to, and I unfortunately cleared my download folder. A friend of mine is having the same issue.
Edit* Nevermind, found the repository: www.mediafire.com/folder/8ar1jhh1809cl/ReShade_Repository
Edit* Nevermind, found the repository: www.mediafire.com/folder/8ar1jhh1809cl/ReShade_Repository
Last edit: 7 years 10 months ago by mrcorrell.
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- SilentPrayerCG
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Noticed that LoL sometimes start glitching. Text dissapear, some strange stripping in 3d part of graphics, after it game freezes for few seconds, unfreezes and then reshade is begin reloading, after it all works fine.
Still, at least it didnt crashes at start, line in 3.0.4
Still, at least it didnt crashes at start, line in 3.0.4
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- Wicked Sick
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- Nerd
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Inputs work in DX9 which I love you for but the other backends aren't working for me, I tried a few different versions too. Which version are you on? Just curious, I think if you have intend to fix it you should wait for the upcoming official 1.5.0 which should be coming out soon.crosire wrote: Fixed in 3.0.5. All rendering backends of PCSX2 work now, input too.
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- fedpul
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Hi, I have just found two games that don't work with latest Reshade. Castle Crashers, all the white letters in menu and scenes become black boxes. And the other one is Spelunky HD, where the glitch results in a blank or black screen.
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- paxton676
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Nerd wrote:
Inputs work in DX9 which I love you for but the other backends aren't working for me, I tried a few different versions too. Which version are you on? Just curious, I think if you have intend to fix it you should wait for the upcoming official 1.5.0 which should be coming out soon.crosire wrote: Fixed in 3.0.5. All rendering backends of PCSX2 work now, input too.
Not working for me either, Reshade 3.05. opengl still crashes pcsx2 with reshade. direct3d11 works but need enbinjector to get it to wrap because naming to dxgi.dll not working. direct3d9 works but is least desirable backend to use. opengl seems to be the best backend currently, fixes so many more graphical issues when emulating.
I always run the latest dev builds here: buildbot.orphis.net/pcsx2/index.php
If pcsx2 + opengl + reshade working someday that would be awesome.
Last edit: 7 years 9 months ago by paxton676.
The topic has been locked.
- Lytche
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- darkdrifter
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Hello crosire,
Long time user here, I finally taken time to create an account here. You did a seriously good work with Reshade 3.0, but I have a small request for you: can you please take a look at depth buffer detection in Live for Speed?
This game never does things like like every other (for better or for worse), and is clearly missing good post-processing pipeline, so if I could add DoF and MXAO, that would really improve its look (bloom and vignetting are already stunning!).
I would be very very grateful if you take a bit of the time for our community.
Anyways, keep it up, your software is one of the things that make me love PC gaming
Some screenshots of what I already achived with Reshade and with some in-game shader personalisation:
www.lfs.net/attachment/153767
www.lfs.net/attachment/153771
Long time user here, I finally taken time to create an account here. You did a seriously good work with Reshade 3.0, but I have a small request for you: can you please take a look at depth buffer detection in Live for Speed?
This game never does things like like every other (for better or for worse), and is clearly missing good post-processing pipeline, so if I could add DoF and MXAO, that would really improve its look (bloom and vignetting are already stunning!).
I would be very very grateful if you take a bit of the time for our community.
Anyways, keep it up, your software is one of the things that make me love PC gaming
Some screenshots of what I already achived with Reshade and with some in-game shader personalisation:
www.lfs.net/attachment/153767
www.lfs.net/attachment/153771
Last edit: 7 years 9 months ago by darkdrifter.
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- kurtferro
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Do not want to sound repetitive, but I find it uncomfortable that the paths are not relative in the ini file, whenever I move a game to another partition or change the game position Reshade does not work anymore and I have to change every time the various paths in the .ini files while they were still inside the same game folder, in previous versions it was not so.
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- Chilace
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@crosire
Is this a mistake (comma instead semicolon)?
github.com/crosire/reshade-shaders/blob/...haders/Curves.fx#L50
Is this a mistake (comma instead semicolon)?
github.com/crosire/reshade-shaders/blob/...haders/Curves.fx#L50
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- crosire
- Topic Author
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- disi
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I installed 3.0.5 with TransportFever (OpenGL) and my AMD card. A few things as feedback:
1. FXAA fails to compile (syntax error noperspective), could be related to the crash if I try to enable any AA.
2. No smoke is generated in the game for anything, like chimneys or loks.
3. The mouse cursor does not change to indicate the end of tracks (should change into a blue circle).
As a fan of this project, I hope this helps. Let me know if you need any logs.
1. FXAA fails to compile (syntax error noperspective), could be related to the crash if I try to enable any AA.
2. No smoke is generated in the game for anything, like chimneys or loks.
3. The mouse cursor does not change to indicate the end of tracks (should change into a blue circle).
As a fan of this project, I hope this helps. Let me know if you need any logs.
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- kakeru
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Tried 3.0.5. Ok at least a working version is released.
Can't we delete unused shaders from on-screen menu? Or at least disable their compilation...
Why shaders properties not appearing when we selecting shader, why we need to scroll endless string list in hope to find needed properties?
And mother of god why it is compiling every alt-tab? Whats the sense to wait every 30-60 seconds every alt-tab, it's a major QoL decrease. I'd better use old versions or none at all then waiting so much time on every alt-tab and startup.
Can't we delete unused shaders from on-screen menu? Or at least disable their compilation...
Why shaders properties not appearing when we selecting shader, why we need to scroll endless string list in hope to find needed properties?
And mother of god why it is compiling every alt-tab? Whats the sense to wait every 30-60 seconds every alt-tab, it's a major QoL decrease. I'd better use old versions or none at all then waiting so much time on every alt-tab and startup.
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- ReshadeFan
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So i am new to reshade 3
(basically i turned into a graphicwhore lol - sharpen fx? what a gamechanger)
and it works already with rise of the tomb raider
BUT i had to turn of directx12 - so i guess its safe to say that i lose performance using reshade
so my only question why i even registered here
will there be a directx12 support as all my future games will support it?
(i use geforce 1070)
big thanks for that tool
easy and intuitive to use
ps: i am still a noob maybe i see something wrong
pps: is there no way to change the profile picture? i wasnt even ask lol
(basically i turned into a graphicwhore lol - sharpen fx? what a gamechanger)
and it works already with rise of the tomb raider
BUT i had to turn of directx12 - so i guess its safe to say that i lose performance using reshade
so my only question why i even registered here
will there be a directx12 support as all my future games will support it?
(i use geforce 1070)
big thanks for that tool
easy and intuitive to use
ps: i am still a noob maybe i see something wrong
pps: is there no way to change the profile picture? i wasnt even ask lol
Last edit: 7 years 9 months ago by ReshadeFan.
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- JBeckman
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I have little knowledge about these things myself but I would assume implementing support for a completely new API and a lower-level one at that which is how DirectX 12 and Vulkan works would be a lot of work and it looks like Crosire has been very busy lately thus no plans for new major features for a while.
(Guessing it would be at least a couple of weeks of work for a initial implementation and then even more work with testing and checking so everything works and is stable and the in-game GUI functionality and more.)
One thing which I also assume would also be one bigger issue with this is that there's various ways both proper and not quite proper to use DirectX 9, 10 and 11 probably requiring specific workarounds and other tweaks to make ReShade compatible with those so with a API such as Vulkan or D3D12 this is probably even more difficult.
EDIT: That said we're a couple of years away at least until DirectX 12 (And maybe Vulkan.) actually start replacing DirectX 11 both due to the work required in learning how to work with said API's and in DirectX 12's case excluding Windows versions prior to Win10 (RS1 1607 / build 14393) would probably hurt sales quite a bit for PC releases since the OS isn't exactly the most popular for a variety of reasons.
DirectX 9 is also still pretty popular come to think of it.
(Guessing it would be at least a couple of weeks of work for a initial implementation and then even more work with testing and checking so everything works and is stable and the in-game GUI functionality and more.)
One thing which I also assume would also be one bigger issue with this is that there's various ways both proper and not quite proper to use DirectX 9, 10 and 11 probably requiring specific workarounds and other tweaks to make ReShade compatible with those so with a API such as Vulkan or D3D12 this is probably even more difficult.
EDIT: That said we're a couple of years away at least until DirectX 12 (And maybe Vulkan.) actually start replacing DirectX 11 both due to the work required in learning how to work with said API's and in DirectX 12's case excluding Windows versions prior to Win10 (RS1 1607 / build 14393) would probably hurt sales quite a bit for PC releases since the OS isn't exactly the most popular for a variety of reasons.
DirectX 9 is also still pretty popular come to think of it.
Last edit: 7 years 9 months ago by JBeckman.
The following user(s) said Thank You: crosire, ReshadeFan
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