3.1

  • Diceman
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6 years 8 months ago #181 by Diceman Replied by Diceman on topic 3.1
3.1.2 still consumes all available system ram and crashes ffxiv, and in other tested machines.
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  • ProudTiger
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6 years 8 months ago - 6 years 8 months ago #182 by ProudTiger Replied by ProudTiger on topic 3.1
This version crashes Rise Of The Tomb Raider.

Haven't tried an earlier version in fear of crashing my game.

Game runs fine when I remove the reshade folders and files.

Nvidia recommends using a mediator.exe for use with reshade.

Couldn't find Mediator.exe anywhere in the latest reshade.

Googled high and low to find it.
Last edit: 6 years 8 months ago by ProudTiger.
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  • AssassinsDecree
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6 years 8 months ago #183 by AssassinsDecree Replied by AssassinsDecree on topic 3.1
Just use an earlier version of the reshade 3 framework. Lots are having issues with the 3.1.2 because of unrelated anticheat software that hasn't been updated. Just use 3.1.1 or 3.0.8, it've done and advised may others to do the same, with success for all so far, basically.

www.mediafire.com/folder/8ar1jhh1809cl/R...sitory#bow1ko4203njp
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  • Tojkar
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6 years 8 months ago #184 by Tojkar Replied by Tojkar on topic 3.1

klotim wrote: The depth buffer settings doesn't change when I edit them, is it intended to restart the game to apply the effects?
It's quite troublesome to restart for each change.

Go back to the shader tab and hit the reload-button in the bottom.
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  • thalixte
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6 years 8 months ago #185 by thalixte Replied by thalixte on topic 3.1
@Crosire


Hi, i made a new pull request on the github repo. Could you take a look, and tell me if it is OK for you :)
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  • Sh1nRa358
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6 years 8 months ago #186 by Sh1nRa358 Replied by Sh1nRa358 on topic 3.1
A user named Kaldaien on the steam forums (creator of special k mod program) has added the feature of all of the shaders being drawn behind game's ui. Any intents of bringing that feature over to this main version?
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  • JBeckman
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6 years 8 months ago - 6 years 7 months ago #187 by JBeckman Replied by JBeckman on topic 3.1
I don't think it can be easily ported since it's game specific and requires the shader functionality from SpecialK itself and then these can be tagged to draw before or after ReShade, it's a handy feature since it applies to all pixel and vertex shaders (IE fog effects, not just UI elements.) but that sort of shader adjustment is probably beyond the scope of ReShade itself and might also be a problem for certain online games even if you disable depth functionality. :)

EDIT: I could be wrong though, it's a handy feature but also quite advanced and that build of ReShade is also quite dependent on SpecialK and it's functionality as it's very stripped down.

EDIT: Oh this explanation was really bad re-reading this post about a day later, I need to improve on that.
Last edit: 6 years 7 months ago by JBeckman.
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  • OtisInf
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6 years 7 months ago - 6 years 7 months ago #188 by OtisInf Replied by OtisInf on topic 3.1
yeah specialK uses a technique similar to 3d migoto to intercept shaders using a buffer hash and it can then issue its render task at that moment, and then continue with the UI shader command like nothing happened. This is indeed game specific (you need to know the shader hashes for the UI shaders). Not only do you have to find these shaders for each game, you also have to keep them up to date. And games like Watchdogs 1/2 have different shaders for the UI depending on how far you are in the game. Fun! ;)

Btw, the code to intercept these shaders isn't hard (I have written a proof of concept once for this for camera tools), you just have to do the work for the UI shader hashes to be known.
Last edit: 6 years 7 months ago by OtisInf.
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  • JBeckman
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6 years 7 months ago #189 by JBeckman Replied by JBeckman on topic 3.1
So that's why it has a cache of it's own and yeah it's a handy feature but some games can be very complicated to set up whether it's toggles or ensuring the ReShade effects pass around (So to say.) the shaders you've set up for this behavior.

Mafia 3 comes to mind in particular, back then there was limited or no hot-key support and every separate UI element was it's own shader, this has improved though but the user would have to dig through and set up this sort of thing on their own on a per-profile configuration for each game and some shaders don't take too well to being toggled.
(There are a few differences between AMD and NVIDIA too but this mainly comes up for more heavily multi-threaded titles for DirectX 11 and how the driver deals with it.)

And for ReShade itself well from the sounds of it (Or looking at Github and newer commits.) 3.1.3 or what the next release will be called looks like it's going to feature a nice mix of bug fixes and enhancements, if the depth buffer commit which is currently in testing makes it in that would really help with overall compatibility too for some of these more problematic games when it comes to depth detection and maintaining it. :)
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  • Calvin
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6 years 7 months ago #190 by Calvin Replied by Calvin on topic 3.1
Hi masters, I'm new here and I have a question about Reshade 3.1.2, does my pc need to run with Directx 12 or higher version of windows ? Right now im using win 7 with Directx 11 but Reshade doesn't work for me. I try to use it with Pro Evolution Soccer 2018, followed all the steps but I can't start my game, when I double click on my game, nothing happen, it only show in Task Manager, and it's using extremely, like a lots of RAM.

Please anyone help me with this ? Thanks in advance :D
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  • zaidammar
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6 years 7 months ago #191 by zaidammar Replied by zaidammar on topic 3.1
how do i download this version? the latest version is not compatible with my game
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  • issa2018
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6 years 7 months ago #192 by issa2018 Replied by issa2018 on topic 3.1
+1

Where please .
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