3.1

  • thalixte
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6 years 11 months ago #121 by thalixte Replied by thalixte on topic 3.1

crosire wrote: 1) Yeah. Soon™.
2) I am involved with NVIDIA, yes.
3) Sure, I will merge over once the next release is ready.


Well, cool, thks for your reply :) .
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  • soetdjur
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6 years 11 months ago #122 by soetdjur Replied by soetdjur on topic 3.1
I've stumbled upon an irritating bug or something. But it happens on both my friends computer and mine with Reshade 3.1. The problem is that sometimes a .ini preset just disappears and no settings are saved, this never happened before. It also happens sometimes when I change from configuration mode to performance mode. Really irritating. Anyone familiar with this behavior?

Kind regards!
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  • Marty McFly
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6 years 11 months ago #123 by Marty McFly Replied by Marty McFly on topic 3.1

OtisInf wrote: he AO in ENB is so terribly slow that it can't be he does something efficient)


His AO is much, much more advanced than regular AO. Check his indev Fallout 4 screenshots, his color bleeding almost looks as if he used some voxel based stuff.

imgur.com/y0AuMiG
imgur.com/Nx4dPs3

MXAO could never reproduce that spot in the center.
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  • OtisInf
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6 years 11 months ago #124 by OtisInf Replied by OtisInf on topic 3.1

Marty McFly wrote:

OtisInf wrote: he AO in ENB is so terribly slow that it can't be he does something efficient)


His AO is much, much more advanced than regular AO. Check his indev Fallout 4 screenshots, his color bleeding almost looks as if he used some voxel based stuff.

imgur.com/y0AuMiG
imgur.com/Nx4dPs3

MXAO could never reproduce that spot in the center.

Hmm, indeed. I didn't realize that it did more than regular AO!

Tried the new Ansel stuff in TW3, great stuff, also DoF with superres. Recognized the DoF is likely yours, Marty? :) Only downside is that ansel thinks it must translate things to the language set for regional settings (:X) in windows, so I get all these fancy dutch translations of the DoF parameters haha :D. Crosire: if NVidia wants to use emphasize or adaptive fog, they may.
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  • Marty McFly
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6 years 11 months ago #125 by Marty McFly Replied by Marty McFly on topic 3.1
Well, I wrote most of the filters and yes, I ported my DoF over. They use an earlier version though so I'm not satisfied with what's shipped atm. And the translations are funny sometimes, yeah :D
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  • crosire
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6 years 11 months ago - 6 years 11 months ago #126 by crosire Replied by crosire on topic 3.1
Updated to 3.1.1.
The update includes improved depth buffer detection in D3D11 games.
Most important new feature is acurate GPU timings for each technique on the statistics tab (in addition to the CPU timings that were shown until now). This is important since CPU time doesn't say much about the actual complexity of a shader, so this should be much more helpful for developers.
Also added some quality of life improvements that were requested, most notably the option to double click a technique to be immediately taken to the matching variable section.
Last edit: 6 years 11 months ago by crosire.
The following user(s) said Thank You: brussell, Evan20xx, acknowledge, piltrafus, Qsimil, OtisInf, Ryukou36, SandyCheeks, Arkane, thalixte
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  • lowenz
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6 years 11 months ago #127 by lowenz Replied by lowenz on topic 3.1
Thanks man!
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  • piltrafus
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6 years 11 months ago - 6 years 11 months ago #128 by piltrafus Replied by piltrafus on topic 3.1
Crosire,
I know this issue has come up a few times and I trust Reshade 100%. However the update you just posted was flagged as a Trojan by Microsoft Security Essentials. So basically windows is complaining about it. Just to let you know.

Also and WAY MORE IMPORTANT, it's been a year since you released the source code for Reshade for the world to enjoy it. It was a truly a generous gesture to give away so many hours of work to other people for free. I have personally learned a lot from it. I love realtime graphics and reshade has seemed like a step into the future. I guess NVIDIA saw it too. They make the future possible with their hardware so I'm glad that they also have the vision to appreciate your work. Probably one of the most creative uses of their technology.
THANKS A LOT. Have a great 2018.
Last edit: 6 years 11 months ago by piltrafus.
The following user(s) said Thank You: Aelius Maximus
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  • Marty McFly
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6 years 11 months ago #129 by Marty McFly Replied by Marty McFly on topic 3.1

crosire wrote: Updated to 3.1.1.
The update includes improved depth buffer detection in D3D11 games.
Most important new feature is acurate GPU timings for each technique on the statistics tab (in addition to the CPU timings that were shown until now). This is important since CPU time doesn't say much about the actual complexity of a shader, so this should be much more helpful for developers.
Also added some quality of life improvements that were requested, most notably the option to double click a technique to be immediately taken to the matching variable section.


Thanks for the update! Though I don't see the GPU timings anywhere...?
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  • Jesped
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6 years 11 months ago #130 by Jesped Replied by Jesped on topic 3.1

crosire wrote: Updated to 3.1.1.
The update includes improved depth buffer detection in D3D11 games.


What games would be fixed besides AC:O?

I tried Shadow of War and Project CARS 2 but still can't get depth on those.
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  • crosire
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6 years 11 months ago - 6 years 11 months ago #131 by crosire Replied by crosire on topic 3.1

Marty McFly wrote: Thanks for the update! Though I don't see the GPU timings anywhere...?


And as noted in the changelog, Direct3D10/11/OpenGL only! No Direct3D9 support.
Last edit: 6 years 11 months ago by crosire.
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  • lowenz
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6 years 11 months ago #132 by lowenz Replied by lowenz on topic 3.1
I got the same strange brightness reduction with FXAA I saw in 3.1.0.
Please, take a look at these screenshots (PNG / lossless):

NO FXAA
postimg.org/image/nk3idfi97/

FXAA
postimg.org/image/c7qwvh1sr/

FXAA issue or ReShade issue?
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  • blackdragonbird
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6 years 11 months ago #133 by blackdragonbird Replied by blackdragonbird on topic 3.1
Game Transport Fever still can't render smoke of trains and structures with Reshade. Game is openGL.

Any way to troubleshoot it?
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  • Martigen
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6 years 11 months ago - 6 years 11 months ago #134 by Martigen Replied by Martigen on topic 3.1

crosire wrote: Updated to 3.1.1.
The update includes improved depth buffer detection in D3D11 games.
Most important new feature is acurate GPU timings for each technique on the statistics tab (in addition to the CPU timings that were shown until now). This is important since CPU time doesn't say much about the actual complexity of a shader, so this should be much more helpful for developers.
Also added some quality of life improvements that were requested, most notably the option to double click a technique to be immediately taken to the matching variable section.

THANK YOU CROSIRE!!!!! I love you even more, which I wasn't sure was possible. Apparently it is!

The GPU timings is an excellent addition, thankyou. And:

Added automatic scrolling to variable editor when double clicking a technique
Fixed effect toggle keys not being disabled properly while editing them

Fantastic!!!!! Ok, I'm a little bit happy. Just a bit :)


EDIT:
@Otisinf -- thankyou so much for your work on the depth buffer detection as well for 3.1.1 :)
And just quickly, I tried it out on Elex (which we raised briefly earlier in this dicussion) and unfortunately it didn't work, though the result is different now --- the screen becomes a solid grey with a solid white band on the right. This was present before too, but it was overlaid over the game image. Now it's solid opaque.

I wonder if it's possible for the Display Depth shader to reveal how many buffers it's looking at to choose from, and then for a preprocessor setting to allow one to manually force which buffer to use? If it's not many, quick trial and error would allow one to work out which one it should focus on.
Last edit: 6 years 11 months ago by Martigen.
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  • OtisInf
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6 years 11 months ago - 6 years 11 months ago #135 by OtisInf Replied by OtisInf on topic 3.1

Martigen wrote: @Otisinf -- thankyou so much for your work on the depth buffer detection as well for 3.1.1 :)
And just quickly, I tried it out on Elex (which we raised briefly earlier in this dicussion) and unfortunately it didn't work, though the result is different now --- the screen becomes a solid grey with a solid white band on the right. This was present before too, but it was overlaid over the game image. Now it's solid opaque.

I wonder if it's possible for the Display Depth shader to reveal how many buffers it's looking at to choose from, and then for a preprocessor setting to allow one to manually force which buffer to use? If it's not many, quick trial and error would allow one to work out which one it should focus on.

No depth shader can't do much here besides show what's in the currently chosen depth buffer. The current heuristics are done based on the # of drawcalls made. It might be in this particular case the # of drawcalls gives a false positive. It also might be the depth buffer in elex is simply always botched and can't be used. I don't have the game so I can't test. Which depth buffers there are is visible during debugging however.
Last edit: 6 years 11 months ago by OtisInf.
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  • Martigen
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6 years 11 months ago - 6 years 11 months ago #136 by Martigen Replied by Martigen on topic 3.1

OtisInf wrote: No depth shader can't do much here besides show what's in the currently chosen depth buffer. The current heuristics are done based on the # of drawcalls made. It might be in this particular case the # of drawcalls gives a false positive. It also might be the depth buffer in elex is simply always botched and can't be used. I don't have the game so I can't test. Which depth buffers there are is visible during debugging however.

Is there a way to make a shader that reveals and/or cycles through which depth buffers are available? Again possibly for a preprocessor forced setting. Or if nothing else, to aid in future debugging.
Last edit: 6 years 11 months ago by Martigen.
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  • thalixte
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6 years 11 months ago #137 by thalixte Replied by thalixte on topic 3.1
@Crosire

Big thk U for releasing those updates. Now, GPU timing is really helpfull.
Thks a lot to have merged it ito openvr branch, too :)
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  • JTLB
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6 years 11 months ago #138 by JTLB Replied by JTLB on topic 3.1
I got this when trying to open 3.1.1 installer



I know its swedish but i think u know what it is anyway. I dont get it with 3.1.0
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  • crosire
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6 years 11 months ago #139 by crosire Replied by crosire on topic 3.1
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  • JTLB
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6 years 11 months ago #140 by JTLB Replied by JTLB on topic 3.1
Im sure its safe! and my anti-virus (avira) cant find anything, just strange that it reacts to 3.1.1 and not 3.1.0...anyway..
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