0.16
- Wicked Sick
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- Tidias
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- crosire
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- Coolwhip
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- vfxninjaeditor
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okay, I tried 0.16 in UE4. I am getting a failed compile, along with this message:
grab.by/FK2W
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- SunBroDave
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vfxninjaeditor wrote: okay, I tried 0.16 in UE4. I am getting a failed compile, along with this message: grab.by/FK2W
Got the same error earlier today trying to use 0.16 with Dolphin Emulator. Had to revert back to using 0.15
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- crosire
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This is not ReShade's, but again MasterEffect's fault!
Here's a fix.
.
Last edit: 9 years 2 months ago by crosire.
The following user(s) said Thank You: SunBroDave
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- aufkrawall
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Incredible work with the latest ReShade versions, crosire.
I did a quick benchmark:
BF4: the same fps, whether ReShade is injected or not!
Risen 3: 84fps without ReShade, 82fps with. That's a much smaller impact than with earlier versions.
However, do you think there is a reason why the impact with D3D9 should be stronger than with D3D11?
I did a quick benchmark:
BF4: the same fps, whether ReShade is injected or not!
Risen 3: 84fps without ReShade, 82fps with. That's a much smaller impact than with earlier versions.
However, do you think there is a reason why the impact with D3D9 should be stronger than with D3D11?
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- crosire
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Yes, ReShade's renderer has to do a lot more texture copying under D3D9, which can be done more efficiently under D3D11.aufkrawall wrote: However, do you think there is a reason why the impact with D3D9 should be stronger than with D3D11?
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- aufkrawall
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- crosire
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You cannot compare D3D9 and D3D11 that easily. Yes, the overhead per pass is very small due to how ReShade organizes it. But is it faster in D3D9 or D3D11? Hard to say.
The following user(s) said Thank You: aufkrawall, sajittarius
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- sajittarius
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- Bishi
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- Mikan
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Thank you Crosire and the closed beta testers for the very nice update ^^
Borderlands the Pre Sequel
0.15 and previous versions: my fx 0.07 - 0.08 Postprocess ms
0.16: my fx 0.045 - 0.055 Postprocess ms
Awesome
Borderlands the Pre Sequel
0.15 and previous versions: my fx 0.07 - 0.08 Postprocess ms
0.16: my fx 0.045 - 0.055 Postprocess ms
Awesome
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- jmp909
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- jojodeline
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- crosire
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- Blackhand
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- crosire
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ReShade has no depth toggle key. It provides the tools to implement one. SweetFX 2.0 thus has such a thing, but CeeJay changed the way it's used in the lastest SweetFX 2.0 beta that comes bundled with ReShade: You have to make sure "USE_DEPTH" is enabled in the SweetFX settings and check the key in SweetFX's global settings.Blackhand wrote: The DepthToggleKey isn't working for me in this version in any game (Nothing happens). Tested with 0.14 the toggle works.
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