3.0
- Dazaster
From the log:
02/01/2017 16:52:52:260 [05268] | INFO | Compiling '\Bethesda Softworks\Fallout New Vegas\reshade-shaders\Shaders\Denoise.fx' ...
02/01/2017 16:52:52:644 [05268] | WARN | > Successfully compiled with warnings:
\Bethesda Softworks\Fallout New Vegas\Shader@0x3F965DA0(44,11-117): warning X3570: gradient instruction used in a loop with varying iteration, attempting to unroll the loop
and that scrolls down for a while, then
02/01/2017 16:53:06:304 [04428] | INFO | Compiling '\Bethesda Softworks\Fallout New Vegas\reshade-shaders\Shaders\Vignette.fx' ...
02/01/2017 16:53:06:370 [04428] | INFO | > Successfully compiled.
02/01/2017 16:53:06:375 [04428] | INFO | Loading image files for textures ...
02/01/2017 16:53:06:576 [04428] | INFO | > Resizing image data for texture 'lensDBTex' from 1024x576 to 1920x1080 ...
02/01/2017 16:53:06:760 [04428] | INFO | > Resizing image data for texture 'lensDB2Tex' from 1024x576 to 1920x1080 ...
02/01/2017 16:53:07:088 [04428] | INFO | > Resizing image data for texture 'texDirt' from 1024x576 to 1920x1080 ...
and there the log ends, presumably when the game crashes.
Edit: Just did a quick check, going back to 3.0.5 fixes the problem
- x8009
ha, I'm using the normal version. with the Rockstar client... it just doesn't start with it with version 3.0.5 and 3.0.6 . 3.0.4 works fine..crosire wrote: Doesn't matter, since they are all in the same folder. dxgi.dll. Steam version though.
Working 3.0.4 log file , it alos crashed with I ALT + F4, all games always crashes after first run after exit
justpaste.it/11zly
Not working 3.0.6 log file
justpaste.it/11zlz
- OtisInf
So what do you think is better? Please not some vague words, but be specific. Things can be done better, but it's not as easy as you might think. I have some ideas about defining the ordering of the techniques, I fixed the splitter bar issue (at least as far as it is possible with the UI toolkit, you'll now get a resize cursor when the splitter bar is hovered) yesterday in the github repo. It's a minor thing but more to comeDrogean wrote: just got around to trying 3.0, god the UI is really poorly laid out
Say what you want about ENB but at least the enables/disables and the configrations for those options were laid out in a way that made sense.
The amount of scrolling needed (or having to manually search the option you want to change) to find an option after enabling it is just not smart design
ENB's UI is also full of compromises and crappyness if you use it often enough. It is what it is at times: you can't do everything.
cntrl+scrollwheel resizes the fontand then there is the fact that the UI does not scale with your resolution, so its next to impossible to try to edit any options at 4k resolution unless I use a microscope to read the ant-sized text
- MichaelB450
Hope this can be addressed, but otherwise it works perfectly for me!
- MonarchX
- Martigen
This * eleventybillion * sex ^ infinity +1.MonarchX wrote: DX12 support pretty please, sir
I will send two cases of good beer/wine to the developer(s) who add support, no matter where you are in the world. This is a serious offer.
M
- disi
i.imgur.com/XyySawQ.jpg
Thanks again for this
- Sh1nRa358
- crosire
- Topic Author
Eh, no?! They are updated in realtime. Reload is only useful if you added a new shader file and what ReShade to recognize that or if you changed preprocessor definitions. Don't use that button otherwise.Sh1nRa358 wrote: Not only that, you have to press the restart button in order to see changes so you can't really see them on the fly for quick comparisons.
- Martigen
Try assigning a key to the effect so you can toggle it on and off -- that's what the key field is there for.Sh1nRa358 wrote: just tried this out for the first time and I must say, it is a lil problematic and troublesome to navigate because the settings can't be controlled by a controller. Not only that, you have to press the restart button in order to see changes so you can't really see them on the fly for quick comparisons. This is especially trouble for the superdepth 3d shader. It can literally take half an hour to test for 3D and the different maps and such because of the constant reload buttoning alone. That was a big issue with sleeping dogs when you had to go into the menu to adjust 3D and then navigate back out.
- celinhoww
I have 2 questions:
1 - What are the best orders to put the effects on the list?
2 - MXAO is awesome, but it cannot "glue" on the image... everytime i walk it goes off and then it reappears after 1 sec, is there a way to make it always on without desapearing and then reapearing?
Awesome job guys!
- Sh1nRa358
What is your opinion on the controlling the menu with a controller comment?
@Martigen: I only saw a key setting for off/on on the depth3D shader.
- Sunesha
celinhoww wrote: Reshade is really awesome, and i'm testing it with guild wars 2
I have 2 questions:
1 - What are the best orders to put the effects on the list?
2 - MXAO is awesome, but it cannot "glue" on the image... everytime i walk it goes off and then it reappears after 1 sec, is there a way to make it always on without desapearing and then reapearing?
Awesome job guys!
2. Online games while having network activity turns off MXAO and other shaders that use the depth buffer. It is so someone doesn't abuse this as tool for cheating. For example, use depth information to see through stuff. Would render a smoke bomb useless
- Josh6499
x8009 wrote: GTA V still doesn't load with Reshade 3.0.6 last version working is 3.0.4 .
Cut dxgi.dll out of the game folder and paste it on your desktop, click to launch the game, once the launcher says you are logged in, paste dxgi.dll back into the game folder before the game runs. Works for me.
- Zavarka512
- Deathmedic
- brainz80
- notnsane
- brainz80
- DPA
Thanks!