4.3
- crosire
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Changelog
4.3.0:
4.3.0:
- Added experimental support for D3D12
- Added support for saving preprocessor definitions to preset aside from config file
- Added new D3D9 depth buffer detection techniques by thalixte
- Added new "list" GUI widget
- Added error when attempting to upload texture with unsupported format
- Added workaround for OpenGL games that use fixed texture names (see reshade.me/forum/troubleshooting/5336-ho...ocity-x-issues#33628 )
- Added ordinals to exports since some applications import functions by ordinal rather than by name (I'm looking at you Warhammer)
- Added tooltip to techniques that failed to compile which shows compile errors
- Added support for clicking on an effect on the statistics page to collapse it
- Added fine tuning buttons to "drag" GUI widget (similar to those for "slider")
- Added buttons to switch to previous or next preset
- Improved performance of file operations
- Distinguish between german and international keyboard layout when displaying key names
- Changed preset selection to a file dialog
- Changed VTable hook installation to support multiple VTable refering to the same hook function
- Changed HLSL compiler load error log message
- Changed display precision of floating point display to match the one of the "ui_step" value
- Disable font scaling with Ctrl + mouse wheel after tutorial finishes
- Increased precision of timers
- Changed error message for no matching intrinsic overload
- Fixed effects not being displayed if GUI is not active and the last technique did not render to the back buffer
- Fixed mouse cursor position when using up/downscaled render resolution
- Fixed missing source file information in preprocessor syntax errors
- Fixed preprocessor not throwing an error on malformed preprocessor expressions
- Fixed "Reset all to default" button not saving preset after completion
- Fixed ReShade reloading after closing preprocessor definitions popup even if no changes were made
- Fixed sorting techniques by name not taking the "ui_label" annotation into account
- Fixed ReShadeGUI.ini not always being stored in the ReShade DLL directory
- Fixed low precision of "BUFFER_RCP_WIDTH" and "BUFFER_RCP_HEIGHT" macro definitions
- Fixed constant folding of logic operations generating wrong result type
- Fixed integer arithmetic on boolean values causing a compile error
- Fixed texture upload/download pitch calculations
- Fixed empty compile error log message when texture creation failed
- Fixed loading of effect files with an UTF-8 BOM
- Fixed rendering to texture clipping to window size in OpenGL
- Fixed texture upload producing garbage values in OpenGL in some games because of wrong pixel storage unpack modes
- Removed "WSARecvEx" hook
Last edit: 5 years 4 months ago by crosire.
The following user(s) said Thank You: Wicked Sick, CeeJay.dk, ninjafada, Alex_outer, Tom Yum 72, SAM609, brussell, jas01, conan2k, Scorpio82CO and 92 other people also said thanks.
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- Lifell
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- lowenz
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- Duran.te
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- TizerisT
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- SomeMark
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I just registered to express my deep gratitude for the beginning of support for DirectX 12. I have always loved your project and could not imagine any games without it. Hopefully in the near future we will see full support for DX12.
Thanks again!
P.S. Sorry for bad english
P.S. Checked now. The reshade 4.3 was recognized when the Rise of the Tomb Raider was started in DX12 API, but the shaders did not compiled, producing an "failed to compile" error.
Thanks again!
P.S. Sorry for bad english
P.S. Checked now. The reshade 4.3 was recognized when the Rise of the Tomb Raider was started in DX12 API, but the shaders did not compiled, producing an "failed to compile" error.
Last edit: 5 years 4 months ago by SomeMark.
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- seri14
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- Myashi
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- CeeJay.dk
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>Fixed texture upload/download pitch calculations
What does that mean?
EDIT: Found out myself : docs.microsoft.com/en-us/windows/desktop...t3d9/width-vs--pitch
.. it's something to do with football right?
What does that mean?
EDIT: Found out myself : docs.microsoft.com/en-us/windows/desktop...t3d9/width-vs--pitch
.. it's something to do with football right?
Last edit: 5 years 4 months ago by CeeJay.dk.
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- Marty
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VERY NICE. Tried Devil May Cry 5 and it seems to work. Can't get depth buffer to work tho. There aren't any options for its detection like in DX9-11, but that doesn't matter atm. What matters is that it works in DX 12 which is absolutely amazing.
Thank you Crosire, very good work.
Thank you Crosire, very good work.
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- pyewacket
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- Scorpio82CO
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- cunningStunts
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Anyone able to get this to work with The Division 2 yet?
Tried installing first with DX12 rendering enabled in-game, and the anticheat flagged dxgi.dll
Renamed the file...still no worky
Deleted all reshade files > turned DX12 rendering off in-game
Reinstalled 4.3, anticheat still flags dxgi (it didn't do this in 4.2)
Now I'm here...anyone have success?
Tried installing first with DX12 rendering enabled in-game, and the anticheat flagged dxgi.dll
Renamed the file...still no worky
Deleted all reshade files > turned DX12 rendering off in-game
Reinstalled 4.3, anticheat still flags dxgi (it didn't do this in 4.2)
Now I'm here...anyone have success?
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- timberlake90
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Has anyone been able to get the PPFX SSDO effect working? I haven't been able to get it to work in any game. All games I've tried to enable it in show no effect. Is it a DX12 exclusive effect? The other PPFX effects work flawlessly.
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- kaicooper
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damn man..this's huge improvement ..BIG THANX and Hug
Edit: previews versions takes short time (10 seconds)to install shaders
now it took me more than 10 minteus ! is this normal?
Edit: previews versions takes short time (10 seconds)to install shaders
now it took me more than 10 minteus ! is this normal?
Last edit: 5 years 4 months ago by kaicooper.
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- pyewacket
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- Alexious
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- anixcool
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- RobinNyan
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- Qsimil
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cunningStunts wrote: Anyone able to get this to work with The Division 2 yet?
Tried installing first with DX12 rendering enabled in-game, and the anticheat flagged dxgi.dll
Renamed the file...still no worky
Deleted all reshade files > turned DX12 rendering off in-game
Reinstalled 4.3, anticheat still flags dxgi (it didn't do this in 4.2)
Now I'm here...anyone have success?
This version is not whitelisted yet, so it will not run.
The following user(s) said Thank You: cunningStunts
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