3.3
- Syntafin
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- Kyokushinoyama
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- YoYo
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- klotim
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YoYo wrote: After Windows 10 Spring Creators Update I have 200, 300, ...700 fps (Reshade me shows this) but I have 100-144.
Something is broken with this update and 3.3.2 version.
I had Windows 10 Spring Creators Update before the 3.3 update and it worked well, it seems like 3.3 and Windows 10 Spring Creators Update doesn't work well together. Atleast when it comes to fps.
Last edit: 6 years 6 months ago by klotim.
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- x8009
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something is very weird with the lastest reshade
It block from movies from being shown if you don't keep the Reshade menu opened
if you change or enable any setting it crashes the game
it worked fine the first time, but then it didn't take screenshot properly
it has 2 WARN about IDXGIDEVICE1 inconstancy in yellow
This is the log
pastebin.com/QR6uySWn
It block from movies from being shown if you don't keep the Reshade menu opened
if you change or enable any setting it crashes the game
it worked fine the first time, but then it didn't take screenshot properly
it has 2 WARN about IDXGIDEVICE1 inconstancy in yellow
This is the log
pastebin.com/QR6uySWn
Last edit: 6 years 6 months ago by x8009.
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- imakun87
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Hey everyone!
I play Final Fantasy XIV and just wanted to let you know that I tried upgrading from 3.0.8 to 3.3 and lost the ability to use the ' key.
On the 3.0.8 I can use ' but not ^, unless I spam press it until it randomly works. Upgrading to 3.3 or any of the other 3.x releases has the same effect but on the ' key instead, and it looks even worse because the key won't work even after numerous presses.
I'll stick to the 3.0.8 for now as it gets the job done anyway.
Thanks ^^
I play Final Fantasy XIV and just wanted to let you know that I tried upgrading from 3.0.8 to 3.3 and lost the ability to use the ' key.
On the 3.0.8 I can use ' but not ^, unless I spam press it until it randomly works. Upgrading to 3.3 or any of the other 3.x releases has the same effect but on the ' key instead, and it looks even worse because the key won't work even after numerous presses.
I'll stick to the 3.0.8 for now as it gets the job done anyway.
Thanks ^^
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- Martinezz123
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- Wicked Sick
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- Evan20xx
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Wicked Sick wrote: Thanks for the update, Crosire. I have the impression that this version glitches the Steam Overlay.
Yes I am getting an issue where I can bring up the Steam Overlay but it does not allow me to interact with anything in the overlay. Steam in-game FPS counter does not work either.
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- Wicked Sick
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I was having this issue too, but I have reinstalled (I wasn't able to calm myself knowing there was a new ReShade and I was using an old one) and now it works flawlessly. I did nothing. Maybe you should delete everything from the old ReShade save your preset.
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- Evan20xx
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I've noticed that sometimes it will work and sometimes it will not. I just have to go through the hassle of having to restart the game until it works and Bless Online takes a hot minute to re-launch even on a SSD.Wicked Sick wrote: I was having this issue too, but I have reinstalled (I wasn't able to calm myself knowing there was a new ReShade and I was using an old one) and now it works flawlessly. I did nothing. Maybe you should delete everything from the old ReShade save your preset.
I did however rename my .DLL from d3d9 to dxgi and ReShade still worked just fine and it appears to maybe have fixed it. I will see as more time goes on.
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- Wicked Sick
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I am sorry to hear that, man... I must be on a lucky strike, then. Because I am using 3.3.2, 64 Bit DXGI with The Division for a few days and I had no other issue whatsoever on the contrary as I did when I first tried.
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- Kyokushinoyama
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Slightly off-topic, but what about "updating" some shaders to HDR native monitors/TV ?
I mean, maybe some changes are needed for luma coefficients when going from BT.709 to BT.2020 or 2084.
f.e. do we need to modifiy some datas in lumasharpen shader, such as
#define CoefLuma float3(0.2126, 0.7152, 0.0722) // BT.709 & sRBG luma coefficient (Monitors and HD Television)
going to
#define CoefLuma float3(0.2627, 0.678, 0.0593) // BT.2020 & sRBG luma coefficient (4K HDR Monitors and UHD Television)
Or maybe kind of global define to be added to reShade in order to fit those new gamma ranges ?
I mean, maybe some changes are needed for luma coefficients when going from BT.709 to BT.2020 or 2084.
f.e. do we need to modifiy some datas in lumasharpen shader, such as
#define CoefLuma float3(0.2126, 0.7152, 0.0722) // BT.709 & sRBG luma coefficient (Monitors and HD Television)
going to
#define CoefLuma float3(0.2627, 0.678, 0.0593) // BT.2020 & sRBG luma coefficient (4K HDR Monitors and UHD Television)
Or maybe kind of global define to be added to reShade in order to fit those new gamma ranges ?
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I think there should be Error Log window like in 3.2 or maybe INFO log toggle button turned off by default. As it is tedious to always scroll down or type -INFO when developing shaders. Also the search bar should be always visible, even when scrolled down the list.
Last edit: 6 years 6 months ago by Fu-Bama.
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- kingeric1992
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Kyokushinoyama wrote: Or maybe kind of global define to be added to reShade in order to fit those new gamma ranges ?
sth like a new macro __HDR_DISPLAY__ from reshade, then in shader:
#if __HDR_DISPLAY__
//hdr settings
#else
//ldr settings
#endif
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- Kyokushinoyama
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This. Then setting this toggle and the main lumacoeff definition in Reshade main shader.
Will have a try, since ReShade behaves quite weird with all HDR games I've tried, with the exception of Biohazard 7 and ME Andromeda.
Windows HDR fault ? Maybe, but on these two, Reshade shaders work flawlessly.
Will have a try, since ReShade behaves quite weird with all HDR games I've tried, with the exception of Biohazard 7 and ME Andromeda.
Windows HDR fault ? Maybe, but on these two, Reshade shaders work flawlessly.
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- MonarchX
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I believe my question MAY have already been answered, but ReShade 3+ nerged the dithering feature in favor of de-banding feature. Yet the two aren't the same. De-banding can reduce banding at the cost of detail loss and dithering can only add detail while reducing banding... Film grain could be used instead, but it doesn't exactly cut it or isn't the same as random color dithering or even ordered dithering. Error Diffusion dithering (like in madVR), if possible for ReShade, would of course be the best, but it would probably reduce FPS significantly...
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- Riadon
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- JBeckman
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There are shaders for both isn't there? Or is this a change in the ReShade code itself?
If it's a shader then Github at least allows for retrieving old or deleted files which I've been using on occasion to compare shaders getting replaced by similar effects.
Although come to think of it the dither shader only affected shaders though deband did a nice number on the skybox compression in a few games but at the cost of blurriness.
Error Diffusion sounds interesting and the deband effect was already taken from media player classic I believe but being from madVR this is probably going to be quite costly for use in gaming where framerate could be at a premium.
EDIT: If it could be ported, might need additional info similar to the idea of having some form of temporal anti-alias shader by having access to earlier frames and other buffers and what not. Sounds like it could be quite effective but probably complex or at least expensive to use in real-time.
If it's a shader then Github at least allows for retrieving old or deleted files which I've been using on occasion to compare shaders getting replaced by similar effects.
Although come to think of it the dither shader only affected shaders though deband did a nice number on the skybox compression in a few games but at the cost of blurriness.
Error Diffusion sounds interesting and the deband effect was already taken from media player classic I believe but being from madVR this is probably going to be quite costly for use in gaming where framerate could be at a premium.
EDIT: If it could be ported, might need additional info similar to the idea of having some form of temporal anti-alias shader by having access to earlier frames and other buffers and what not. Sounds like it could be quite effective but probably complex or at least expensive to use in real-time.
Last edit: 6 years 5 months ago by JBeckman.
The topic has been locked.