4.7
- crosire
- Topic Author
4.7.0:
- Improved depth buffer detection in several D3D10, D3D11 and D3D12 games (like Bioshock Infinite, Subnautica and Titanfall 2)
- Added hidden option to add new search path without opening directory selection dialog (press Alt key)
- Added device and driver information to log for all APIs
- Added global settings to force window mode and swap chain resolution in D3D
[APP] ForceVSync=1 ForceWindowed=1 ForceResolution=800,600 Force10BitFormat=1
- Fixed depth buffer being overwritten in some D3D9 games before it can be used in ReShade
- Fixed mouse cursor stuck in the center of the screen in some applications (like Detroit: Become Human)
- Fixed keyboard state getting stuck in some applications while menu is open
- Fixed first effect in the list sometimes not receiving depth buffer
- Fixed support for Civilization VI (because of missing ID3D12Device6 implementation)
- Fixed crash in Vulkan games using "vkCreateRenderPass2" (like Hammerting)
- Fixed crash when DXGI 1.2 is used on systems where render GPU is not attached to the output display (e.g. laptops)
- Fixed crash if input object is destroyed in separate thread while a message is processed
- Fixed calls to "IDXGISwapChain3::ResizeBuffers1" always failing with "DXGI_ERROR_INVALID_CALL" (like in Hitman 2)
- Fixed screenshots in Vulkan sometimes not capturing effects
- Fixed red and blue color channel being swapped in D3D9 screenshots when backbuffer format is 10-bit
- Fixed mouse button state being reset every frame
- Fixed uniform offset calculation for matrix arrays
- Fixed SPIR-V code generation for uniform matrices
- Fixed SPIR-V code generation for specialization constant arrays
- Fixed half-pixel offset fix not being applied to struct output variables in HLSL code generation
- Fixed font atlas texture being destroyed while still in use in D3D12 and Vulkan
- Fixed incorrect handling of XBUTTON mouse events
- Fixed crash when parsing vendor and device ID in OpenGL running under Remote Desktop
- Removed memory copy of log and instead read it back from file when the "Log" tab is opened (to reduce RAM usage)
ReShade FX support equivalent to this version is part of FreeStyle in NVIDIA driver version 451.48.
- lowenz
- supercento
- supercento
- crosire
- Topic Author
- Martigen
Interesting. Is it possible to do the opposite? I.e force a windowed game to run full screen exclusive?crosire wrote: Changelog
[APP] ForceVSync=1 ForceWindowed=1 ForceResolution=800,600 Force10BitFormat=1
Many a game will include a 'Full screen' option that is actually just windowed borderless, but full screen exclusive is needed for things like SLI to work properly.
- lowenz
- Wicked Sick
- brazzjazz
- brazzjazz
ยท The option of removing the listing of exe's on startup altogether
ยท Having ReShade detect any existing shaders and providing an option to update exactly those so you don't have to click yourself once again through the forest of shader packages, trying to remember which ones you chose for this particular game. (Of course you can leave the existing shaders as they are, but you won't be able to update them from the depository).
- crosire
- Topic Author
Press the Alt key while clicking on the button.brazzjazz wrote: ยท The option of removing the listing of exe's on startup altogether
This is a pattern in ReShade in general. If there is a selection dialog popping up, you can usually skip it by holding down Alt. Works with the path selection on the settings page in the in-game UI too for instance.
- aaronth07
- CeeJay.dk
This is 2 bits per component more than the usual 8bit per component buffer.
The extra bits can be used in combination with a dithering shader to dither down to the 8bit bit most monitors can display.
This can help to remove banding in games.
But first we need to write that shader - I already wrote one for SweetFX 1.5 so porting it over should not be too much trouble.
To sum up - it does nothing now but in the future it could potentially remove banding when combined with a dithering shader.
- supercento
- klotim
- brazzjazz
crosire wrote:
Press the Alt key while clicking on the button.brazzjazz wrote: ยท The option of removing the listing of exe's on startup altogether
This is a pattern in ReShade in general. If there is a selection dialog popping up, you can usually skip it by holding down Alt. Works with the path selection on the settings page in the in-game UI too for instance.
I know about the Alt button thing, what I meant by "altogether" is preventing the installer from even listing the executables. I could be wrong, but I suspect many don't use that feature anyway and are thus not helped, but slowed down by the feature.
- crosire
- Topic Author
- brazzjazz
Oh, I noticed I did not think of pressing Alt BEFORE even clicking, that solves it.crosire wrote: Pressing the Alt button will stop the installer from even listing the executables. So it does exactly what you propose.
- sajittarius
CeeJay.dk wrote: It forces the final framebuffer to use a 10-bit per component buffer.
This is 2 bits per component more than the usual 8bit per component buffer.
The extra bits can be used in combination with a dithering shader to dither down to the 8bit bit most monitors can display.
This can help to remove banding in games.
But first we need to write that shader - I already wrote one for SweetFX 1.5 so porting it over should not be too much trouble.
To sum up - it does nothing now but in the future it could potentially remove banding when combined with a dithering shader.
Wait, what if we have a 10-bit monitor, will it actually just display 10 bit color on the screen, without needing dithering to 8 bit? If so, that's awesome
Also, if this is true: can you enable Windows HDR, then force 10 bit, then let windows dither to 8 bit? I know in newer Win10 (1903? i forget which build started this), if you turn on HDR with 8-bit on, windows does dithering to 8-bit display automatically since HDR is supposed to be 10-bit. If so, then all we need is a shader that can convert bt709 to bt2020 (or even better, DCI-P3 since many good HDR TVs try for DCI coverage nowadays), preferably with gamma and paper white levels.