4.5
- crosire
- Topic Author
- Carl_P
Great to have proper dx12 and Vulcan support!
- Carl_P
- Martigen
Have this installed so thought i'd test, can confirm. Here's the log @Crosire, it doesn't go far before it stops:Carl_P wrote: Sorry if this is superfluous, but Metro Exodus is still crashing on startup (dx12). Using Geforce 2080ti with latest drivers, Windows 10. Reshade v.4.5.4.
10:30:01:706 [11320] | INFO | Initializing crosire's ReShade version '4.5.4.775' (64-bit) built on '2020-02-07 23:52:14' loaded from "F:\SteamLibrary\steamapps\common\MetroExodus\dxgi.dll" into "F:\SteamLibrary\steamapps\common\MetroExodus\MetroExodus.exe" ...
10:30:01:758 [11320] | INFO | Registering hooks for "user32.dll" ...
10:30:01:758 [11320] | INFO | > Libraries loaded.
10:30:01:758 [11320] | INFO | > Found 13 match(es). Installing ...
10:30:01:771 [11320] | INFO | Registering hooks for "ws2_32.dll" ...
10:30:01:771 [11320] | INFO | > Libraries loaded.
10:30:01:771 [11320] | INFO | > Found 8 match(es). Installing ...
10:30:01:784 [11320] | INFO | Registering hooks for "C:\WINDOWS\system32\d3d9.dll" ...
10:30:01:784 [11320] | INFO | > Delayed.
10:30:01:784 [11320] | INFO | Registering hooks for "C:\WINDOWS\system32\d3d10.dll" ...
10:30:01:784 [11320] | INFO | > Delayed.
10:30:01:784 [11320] | INFO | Registering hooks for "C:\WINDOWS\system32\d3d10_1.dll" ...
10:30:01:784 [11320] | INFO | > Delayed.
10:30:01:784 [11320] | INFO | Registering hooks for "C:\WINDOWS\system32\d3d11.dll" ...
10:30:01:784 [11320] | INFO | > Delayed.
10:30:01:784 [11320] | INFO | Registering hooks for "C:\WINDOWS\system32\d3d12.dll" ...
10:30:01:784 [11320] | INFO | > Libraries loaded.
10:30:01:784 [11320] | INFO | > Found 7 match(es). Installing ...
10:30:01:797 [11320] | INFO | Registering hooks for "C:\WINDOWS\system32\dxgi.dll" ...
10:30:01:797 [11320] | INFO | > Delayed until first call to an exported function.
10:30:01:797 [11320] | INFO | Registering hooks for "C:\WINDOWS\system32\opengl32.dll" ...
10:30:01:797 [11320] | INFO | > Delayed.
10:30:01:798 [11320] | INFO | Initialized.
10:30:01:798 [11320] | INFO | Installing delayed hooks for "C:\WINDOWS\system32\d3d11.dll" (Just loaded via LoadLibrary("d3d11.dll")) ...
10:30:01:798 [11320] | INFO | > Found 2 match(es). Installing ...
10:30:01:954 [11320] | INFO | Redirecting RegisterClassA(lpWndClass = 00000000007FF550 { _uengine_ }) ...
10:30:01:955 [11320] | INFO | > Adding 'CS_OWNDC' window class style flag to '_uengine_'.
10:30:03:037 [09740] | INFO | Redirecting RegisterClassExW(lpWndClassEx = 000000000CF47060 { HwndWrapper[DefaultDomain;;2f7ed77c-7802-46f7-a9f0-89f5da71ee9d] }) ...
10:30:03:037 [09740] | INFO | > Adding 'CS_OWNDC' window class style flag to 'HwndWrapper[DefaultDomain;;2f7ed77c-7802-46f7-a9f0-89f5da71ee9d]'.
EDIT: Ha just solved this -- forgot about sometimes re-naming the .dll to see if a game loads fine after seeing the 'registering hooks' lines in the log.
The installer has the option for 'd3d10/11/12' but it installs it here as 'dxgi.dll'. Re-naming to 'd3d12.dll' Reshade and Metro load fine. @Carl_P
Are you able to detect Crosire if a game is d3d12 during install? Or is this a rare case, and other d3d12 games load with dxgi? (I wouldn't know what's standard, I think I maybe have two d3d12 games in my massive backlog of shame...)
- Martigen
"* Replaced setup tool configuration file with a common "ReShade Setup.ini""
When is this created? And what goes in it?
Through a stand-alone install (as above, with Metro) and pressing CTRL to extract just the .dlls, this file isn't created.
- BigDuck
- crosire
- Topic Author
"ReShade Setup.ini" stores the effect repositories you added in the effect selection dialog, so those are preserved during runs. Previously that was stored in a file specific to the setup version, now it's in a INI, so that different setup versions all can read it (and the data is not invisible the next time a ReShade update comes along).
- Birdy62
MSI afterburner doesen't detect the game every time..
Quite a sensitive game..
- Birdy62
Ok you need to alt tab the game to make the reshade menu working.Birdy62 wrote: Just bouth Exodus today... Cannot make Reshade working in Dx11 or Dx12. Renaming the dxgi.dll in d3d12.dll is ok to get rid of the crash, but nothing happen when i hit the Home Key.
MSI afterburner doesen't detect the game every time..
Quite a sensitive game..
In Dx12, i loose the MSI afterburner overlay, but its working ok in Dx11.
The RTX effects are "okay" but the performance loss is abyssal...
- derrame
- darknesskong
- Birdy62
derrame wrote: It doesn't work in Metro Exodus, it triggers a bug, system requirements error message, dx11 and dx12
and it doesn't work in Wolfenstein Youngblood, Vulkan
For Metro, you need to rename the dxgi.dll in d3d11.dll or d3d12.dll (depend of the API you use) and it will work.
- Voltar
- derrame
- crubino
After very great successful with DX12 and Vulkan API in V4.5.4, is there any love remain for OpenVR API?
I only can keep dreaming if someday we can manipulated that black level and clarity in native VR games. Since i have that great experience with old Reshade branch for OpenVR, but too bad this version cannot work with native VR games :'(
- Ylva
- BigDuck
Also Cemu 1.16.1 (Vulkan version) now works flawlessly, but newer versions of Cemu such as 1.17.3 do not pick up Reshade at all. I've tried reinstalling Reshade and also leaving the installer open and have also tried toggling the enable reshade Vulkan globally but that hasn't worked either. I wonder if you could look into this (I'm running a Vega 56) and thank you ^^
- tOXicSilence
Can help with testing in whichever way possible. Am tech curious, but not a wizard coder unfortunately
Many thanks again for this amazing tool, it's incredible!
- Socom
I play a multiplayer game that is supported via reshade. Access to the intz and depth buffer has allowed me to avoid strange artifacts in game while applying visual tweaks that actually make the desaturated nature of the game look vibrant and modern. Until this version.
You can claim its to prevent exploitation however everyone has access to the same opportunity. Download and find out for yourself. Who cares if reshade is used in a multiplayer environment? Didn't matter in 2011 with Bf3 and sweetfx. Didnt matter when reshade took over then and PB, VAC, ect allow it.. Why the hell now?
If exploitation and playing on a level playing field is the argument then 4k monitors, high refresh rate monitors, high end headphones-shit it should all be restricted. I mean really have you played on a 4k monitor at 144hz? It's like cheating as everything is sharper then the best settings found in reshade. Or a high refresh rate monitor? Can't beat the smoothness of 240hz or ULMB/GSYNC. /end rant.
For those that care
reshade.me/downloads/ReShade_Setup_4.5.1.exe
- Martigen
These are completely different things. Headphones, high resolution, high refresh rates etc -- all of these can only operate from what the game delivers as intended to the player. They can enhance what is already there.Socom wrote: If exploitation and playing on a level playing field is the argument then 4k monitors, high refresh rate monitors, high end headphones-shit it should all be restricted. I mean really have you played on a 4k monitor at 144hz? It's like cheating as everything is sharper then the best settings found in reshade. Or a high refresh rate monitor? Can't beat the smoothness of 240hz or ULMB/GSYNC. /end rant.
And this remains true for SweetFX and Reshade shaders as well, with one exception: shaders that use the depth buffer. Access to the depth buffer for online games can allow you to literally see through walls -- in a very real and literal sense, to cheat. It breaks the games mechanics by allowing the player to see something the game normally does not allow you to see. And this, clearly, completely abuses multiplayer game balance. Why is this a problem? Glad you asked.
If people use Reshade to cheat, it will be outright banned by online games both now and in the future. It will garner a reputation as a tool used to cheat, and be banned by many more games than just those it was abused in. Hundreds of thousands of Reshade users won't be able to use it in their games at all -- even if they weren't using shaders that use the depth buffer. This means gamers won't be able to apply sharpening, LUTs, anti-aliasing or any other Reshade feature at all. You'll be forced to play the game without Reshade and all that it offers -- all thanks to a tiny few talentless arseholes who abused depth buffer access through Reshade.
So, for this reason, the depth buffer is disabled while playing online games -- this does not stop you using any other shader that does not use the depth buffer.
I can't imagine what depth-based shaders you are using to 'avoid strange artifacts' as if this is the case, there is a problem with the game itself, and you need to contact the developers to fix.