3.2
- crosire
- Topic Author
3.2.0:
- ReShade now checks for updates on startup
- Added error message description when shader download fails in setup tool
- Added option to retrieve depth buffer before it is cleared in D3D11 games (thanks to work by Thalixte)
- Added debug window to allow manual selection of a depth buffer in D3D11 games. The ">" show the currently selected buffer. If a checkbox is checked, the automatic detection is overwritten with that buffer. Note, that since the addresses change every time the game reloads, the overwrite cannot be saved, but has to be reselected every time.
- Added "ui_category" to group values with a category header text
- Fixed input for games with multiple levels of windows
- Fixed (or more like worked around) a possible deadlock on startup
- Fixed collapsing menu headers affecting each other across menu tabs
- Fixed UI going missing in D3D9 applications when last pass writes to multiple render targets
- Fixed state bleeding into D3D9 imgui rendering which caused artifacts in some games
- Ignores exceptions on file deletion in setup tool now
3.2.1:
- Added clipboard support again
- Fixed scrolling in UI
- Fixed GLSL implementation of "tex2Dfetch" intrinsic
- Fixed D3D9 emulation of "tex2Dfetch" intrinsic to use the correct coordinate system
3.2.2:
- Fixed crash on startup or exit because of bug in ImGUI library
- Renamed "Save" button in setup settings window to "OK"
- DeMondo
- thalixte
Unfortunately, i tested it on Shadow warriors 2, Project Cars 2 and Deus Ex Human Revolution, and i have not managed to make the depth buffer work. On the other hand, the depth buffer texture displays correctly in the debug window, but it remains static.
If someone could test those games and tell if it works for them.
- robgrab
Also, I just donated some money for your efforts, Thalixte. Thanks again!
- thalixte
robgrab wrote: It works great for me with Bioshock Remastered (DX11)! Since I was upgrading from an older preset I had to delete the previous [DEPTH_BUFFER_DETECTION] information in the dxgi.ini file to make it work.
Also, I just donated some money for your efforts, Thalixte. Thanks again!
Oh, thk U ! Tha's nice from you Just tested Bioshock remastered, and i must do something wrong, cause i do not manage to make the depth buffer work on it with the new release. I should remove all previous presets, i guess...
- robgrab
- lowenz
- lowenz
2018-04-15T01:04:34:690 [01316] | INFO | Installing export hooks for 'C:\WINDOWS\system32\d3d11.dll' ...
2018-04-15T01:04:34:690 [01316] | INFO | > Dumping matches in export table:
2018-04-15T01:04:34:690 [01316] | INFO | +--------------------+---------+----------------------------------------------------+
2018-04-15T01:04:34:690 [01316] | INFO | | Address | Ordinal | Name |
2018-04-15T01:04:34:690 [01316] | INFO | +--------------------+---------+----------------------------------------------------+
2018-04-15T01:04:34:690 [01316] | INFO | | 0x6CC3B1D0 | 22 | D3D11CreateDevice |
2018-04-15T01:04:34:690 [01316] | INFO | | 0x6CC9A160 | 23 | D3D11CreateDeviceAndSwapChain |
2018-04-15T01:04:34:690 [01316] | INFO | +--------------------+---------+----------------------------------------------------+
2018-04-15T01:04:34:690 [01316] | INFO | > Found 2 match(es). Installing ...
2018-04-15T01:04:34:690 [01316] | INFO | Installing hook for 'D3D11CreateDevice' at 0x6CC3B1D0 with 0x61670BD0 using method 0 ...
2018-04-15T01:04:34:690 [01316] | INFO | > Succeeded.
2018-04-15T01:04:34:690 [01316] | INFO | Installing hook for 'D3D11CreateDeviceAndSwapChain' at 0x6CC9A160 with 0x61670E10 using method 0 ...
2018-04-15T01:04:34:690 [01316] | INFO | > Succeeded.
2018-04-15T01:04:34:768 [01316] | INFO | > Using feature level 0xa100.
2018-04-15T01:04:34:768 [01316] | INFO | Returning 'IDXGIDevice1' object 09480B50
2018-04-15T01:04:34:768 [01316] | INFO | Returning 'ID3D11Device' object 0A6BEF20
2018-04-15T01:04:34:768 [01316] | INFO | Returning 'ID3D11DeviceContext' object 04D13518
Game crashes @start (after the launcher configuration window closing)
- crosire
- Topic Author
- lowenz
- Niko of Death
robgrab wrote: It works great for me with Bioshock Remastered (DX11)! Since I was upgrading from an older preset I had to delete the previous [DEPTH_BUFFER_DETECTION] information in the dxgi.ini file to make it work.
Also, I just donated some money for your efforts, Thalixte. Thanks again!
I tried this with Bioshock 2 remastered based off this comment, weirdly enough it DOES work for the most part, but certain angles cause the depth buffer to go blank.
Example of it working: my.mixtape.moe/ocljqh.png
Example of it not working when looking directly down in the same area: my.mixtape.moe/vsowxm.png .
Also, just curious, why is the copy depth before clearing option only for D3D11?
- lowenz
Many d3d8 Unreal Engine games (Splinter Cell 1/2, Unreal 2, UT 2004, etc) now have launching issues with the combo dgVoodoo2 2.55+ReShade 3.2.lowenz wrote: I will report to Dege NOW
- Uncle Crassius
Niko of Death wrote:
robgrab wrote: It works great for me with Bioshock Remastered (DX11)! Since I was upgrading from an older preset I had to delete the previous [DEPTH_BUFFER_DETECTION] information in the dxgi.ini file to make it work.
Also, I just donated some money for your efforts, Thalixte. Thanks again!
I tried this with Bioshock 2 remastered based off this comment, weirdly enough it DOES work for the most part, but certain angles cause the depth buffer to go blank.
Example of it working: my.mixtape.moe/ocljqh.png
Example of it not working when looking directly down in the same area: my.mixtape.moe/vsowxm.png .
Also, just curious, why is the copy depth before clearing option only for D3D11?
Had the same issue in the remaster of the first one. Try disabling Water Ripples, Distortion and/or Realtime Reflections.
- jminternelia
- robgrab
Niko of Death wrote: I tried this with Bioshock 2 remastered based off this comment, weirdly enough it DOES work for the most part, but certain angles cause the depth buffer to go blank.
Example of it working: my.mixtape.moe/ocljqh.png
Example of it not working when looking directly down in the same area: my.mixtape.moe/vsowxm.png .
Also, just curious, why is the copy depth before clearing option only for D3D11?
That's interesting. I never noticed that. I wonder if that's unique to Reshade 3.2.1 or if that was there in the pre-release version of thalixte's .dll file. To be fair though, looking directly down wouldn't show any depth information anyway so you probably wouldn't notice it while playing.
UPDATE: I just played Bioshock 2 Remastered and couldn't get it to exhibit the same behavior you were demonstrating. Perhaps it's only in a few areas.
Also, the preset I uploaded was for Bioshock Remastered, which is slightly different than my Bioshock 2 Remastered preset.
HERE is the link for that one. Main difference is this one only uses one LUT. I tried my BS1 preset with BS2 and it didn't look quite right.
- GP-Unity
- Niko of Death
Uncle Crassius wrote: Had the same issue in the remaster of the first one. Try disabling Water Ripples, Distortion and/or Realtime Reflections.
Just tested, realtime reflections are whats causing it. Odd.
robgrab wrote: That's interesting. I never noticed that. I wonder if that's unique to Reshade 3.2.1 or if that was there in the pre-release version of thalixte's .dll file. To be fair though, looking directly down wouldn't show any depth information anyway so you probably wouldn't notice it while playing.
UPDATE: I just played Bioshock 2 Remastered and couldn't get it to exhibit the same behavior you were demonstrating. Perhaps it's only in a few areas.
Also, the preset I uploaded was for Bioshock Remastered, which is slightly different than my Bioshock 2 Remastered preset.
HERE is the link for that one. Main difference is this one only uses one LUT. I tried my BS1 preset with BS2 and it didn't look quite right.
Thanks for the presets, the LUTs you created are great! If you don't mind me asking, how did you go about creating them? LUTs are the one main thing about reshade I haven't been able to wrap my head around.
- robgrab
Niko of Death wrote: Thanks for the presets, the LUTs you created are great! If you don't mind me asking, how did you go about creating them? LUTs are the one main thing about reshade I haven't been able to wrap my head around.
Thanks. To create my LUTs I mainly use a combination of the following shaders: FilmicPass, Tonemap, Lightroom, and CreateLUT. Those last two aren't part of Reshade. Also experiment with load order. Sometimes I accidentally find better looks.
Rather than retype everything read through THIS thread, Specifically the last few pages where I go into more detail.
The LUTs I created for the Bioshock 1 Remastered preset actually contain more complex LUTs. Those are 64 cubes rather than 32. Same goes with MultiLUT. In fact there are a number of LUTs you can choose from in my BS1 preset. Don't know whether or not you've had a chance to experiment or not.
- phoenixfabricio