4.7

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3 months 1 week ago #41 by acknowledge
Replied by acknowledge on topic 4.7
My test suggests that reshade works in diablo 2 in opengl mode when used together with GLIDE3-to-OpenGL-Wrapper
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3 months 1 week ago #42 by aufkrawall
Replied by aufkrawall on topic 4.7
@crosire I noticed that applying custom LUT generated by DisplayCal introduces banding (quite distinct in clear skies in old Mirror's Edge). Forcing the application's framebuffer to 10 bit via the new option mitigates this a lot. But shouldn't the LUT be applied in e.g. 16 bit float intermediate format, and then converting to 8 bit framebuffer with dithering to avoid any additional banding at all?
Is it planned to implement the 10 bit option also for Vulkan applications?

That being said, applying LUT has worked great so far in any game. Thanks a lot!
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3 months 3 days ago - 3 months 2 days ago #43 by bugmenot
Replied by bugmenot on topic 4.7
Is it possible to render a game in lower resolution and apply shader effects in higher resolution?

e.g.:
-render game in 1280x720,
-bilinear upscale it to 1920x1080
-apply shader effects

EDIT - 2nd question:

Is it possible to generally limit depth for effects - like a fade out filter? This would be great for certain (sharpen) shaders.
Last edit: 3 months 2 days ago by bugmenot.
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2 months 3 weeks ago #44 by keybreak
Replied by keybreak on topic 4.7
@crosire
@aufkrawall

1. What file should i write those 10bit settings?
Should i do something special to apply them?
[APP]
ForceVSync=1
ForceWindowed=1
ForceResolution=800,600
Force10BitFormat=1
I'm really interested to mitigate that banding effects in many games, especially given that i have 10bit monitor...


2. What's the best/correct way to report bugs of ReShade?
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2 months 2 weeks ago #45 by crosire
Replied by crosire on topic 4.7

aufkrawall wrote: @crosire I noticed that applying custom LUT generated by DisplayCal introduces banding (quite distinct in clear skies in old Mirror's Edge). Forcing the application's framebuffer to 10 bit via the new option mitigates this a lot. But shouldn't the LUT be applied in e.g. 16 bit float intermediate format, and then converting to 8 bit framebuffer with dithering to avoid any additional banding at all?
Is it planned to implement the 10 bit option also for Vulkan applications?

LUT is applied in full 32-bit float precision, but that gets lost when it's written back out to the back buffer (although it will be better when forced to 10-bit). The LUT shaders available right now don't do dithering. Vulkan support for forcing 10-bit is possible, but did not have that on my radar until now.

bugmenot wrote: Is it possible to render a game in lower resolution and apply shader effects in higher resolution?
Is it possible to generally limit depth for effects - like a fade out filter? This would be great for certain (sharpen) shaders.

ReShade cannot change the render resolution (apart from changing the backbuffer dimensions, but that will affect both the game and post-processing).
As for limiting depth, that would need to be implemented in each shader using it.

keybreak wrote: 1. What file should i write those 10bit settings?
Should i do something special to apply them?

That goes into ReShade.ini.
The way to report bugs is to just post about them in the troubleshooting section of this forum.
The following user(s) said Thank You: aufkrawall, keybreak
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2 months 2 weeks ago #46 by keybreak
Replied by keybreak on topic 4.7
Thanks!

I've added:
[APP]
Force10BitFormat=1

Doesn't seem to have any effect at all for me, i have tested with GTA San Andreas (heavy sky banding, very noticeable) on Wine with DXVK - result looks same :(

Have i missed something?
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2 months 2 weeks ago #47 by phazdelta
Replied by phazdelta on topic 4.7
swap chain resolution in D3D work wonderfull on DX11 but DX12 and vulkan games it crash , it possible fix on the future update

thank .
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2 months 2 weeks ago #48 by aufkrawall
Replied by aufkrawall on topic 4.7

crosire wrote: LUT is applied in full 32-bit float precision, but that gets lost when it's written back out to the back buffer (although it will be better when forced to 10-bit). The LUT shaders available right now don't do dithering. Vulkan support for forcing 10-bit is possible, but did not have that on my radar until now.

Thank you for your explanation. So I guess if at some point the LUT shader was utilizing dithering, this would be the proper solution. Though this makes me wonder if this principle doesn't apply to any other shader as well.
Anyhow, I couldn't spot worse banding e.g. in RDR2 due to LUT, perhaps modern games applying some dithering/grain to banding critical effects such as fog volumes etc. already mitigates this in practice.
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2 months 5 days ago #49 by Some_Doofus
Replied by Some_Doofus on topic 4.7
I'm still getting a crash on startup on my laptop when I attempt to use my dedicated Nvidia 1650 card. The game and reshade works fine using the integrated card, but terrible FPS. The game I'm trying to run uses OpenGL.

I found a post from Crosire from nearly 3 months ago saying that reshade doesn't work on laptops with multiple GPUs, but will in the next release. I'm assuming this is the new release, but it still isn't working. The game crashes on startup every time. Is there something I'm missing or has this yet to be fixed for OpenGL games?
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2 months 3 days ago - 1 month 3 weeks ago #50 by BigDuck
Replied by BigDuck on topic 4.7

crosire wrote: They work with Vulkan in Dolphin. You just cannot have multiple ReShade installations side-by-side, so delete any opengl32.dll or dxgi.dll from the Dolphin directory and make sure you have the global Vulkan checkbox ticked in the setup tool.


> GPU: Vega 56
> Installing ReShade with Vulkan (global Vulkan checkbox ticked also) exclusively to dolphin with no other ReShade installations in there results in dolphin immediately closing when trying to open a game with Vulkan.
> Here is a log
15:21:37:396 [04360] | INFO  | Initializing crosire's ReShade version '4.7.0.846' (64-bit) built on '2020-06-24 18:37:45' loaded from "C:\ProgramData\ReShade\ReShade64.dll" into "C:\Users\Jalaluddin\Documents\Dolphin\Dolphin.exe" ...
15:21:37:456 [04360] | INFO  | Registering hooks for "user32.dll" ...
15:21:37:456 [04360] | INFO  | > Libraries loaded.
15:21:37:456 [04360] | INFO  | > Found 14 match(es). Installing ...
15:21:37:471 [04360] | INFO  | Registering hooks for "ws2_32.dll" ...
15:21:37:471 [04360] | INFO  | > Libraries loaded.
15:21:37:472 [04360] | INFO  | > Found 8 match(es). Installing ...
15:21:37:487 [04360] | INFO  | Registering hooks for "C:\Windows\system32\d2d1.dll" ...
15:21:37:487 [04360] | INFO  | > Delayed.
15:21:37:487 [04360] | INFO  | Registering hooks for "C:\Windows\system32\d3d9.dll" ...
15:21:37:487 [04360] | INFO  | > Libraries loaded.
15:21:37:487 [04360] | INFO  | > Found 9 match(es). Installing ...
15:21:37:502 [04360] | INFO  | Registering hooks for "C:\Windows\system32\d3d10.dll" ...
15:21:37:502 [04360] | INFO  | > Delayed.
15:21:37:502 [04360] | INFO  | Registering hooks for "C:\Windows\system32\d3d10_1.dll" ...
15:21:37:502 [04360] | INFO  | > Delayed.
15:21:37:502 [04360] | INFO  | Registering hooks for "C:\Windows\system32\d3d11.dll" ...
15:21:37:502 [04360] | INFO  | > Libraries loaded.
15:21:37:502 [04360] | INFO  | > Found 2 match(es). Installing ...
15:21:37:517 [04360] | INFO  | Registering hooks for "C:\Windows\system32\d3d12.dll" ...
15:21:37:517 [04360] | INFO  | > Delayed.
15:21:37:517 [04360] | INFO  | Registering hooks for "C:\Windows\system32\dxgi.dll" ...
15:21:37:517 [04360] | INFO  | > Libraries loaded.
15:21:37:517 [04360] | INFO  | > Found 8 match(es). Installing ...
15:21:37:532 [04360] | INFO  | Registering hooks for "C:\Windows\system32\opengl32.dll" ...
15:21:37:532 [04360] | INFO  | > Libraries loaded.
15:21:37:533 [04360] | INFO  | > Found 360 match(es). Installing ...
15:21:37:554 [04360] | INFO  | Initialized.
15:21:37:557 [04360] | INFO  | Redirecting vkCreateInstance(pCreateInfo = 00000081050FEFA0, pAllocator = 0000000000000000, pInstance = 00000081050FF300) ...
15:21:37:557 [04360] | INFO  | > Dumping enabled instance extensions:
15:21:37:557 [04360] | INFO  |   VK_KHR_get_physical_device_properties2
15:21:37:557 [04360] | INFO  |   VK_KHR_get_surface_capabilities2
15:21:37:557 [04360] | INFO  | > Requesting new Vulkan instance for API version 1.1 ...
15:21:37:599 [04360] | INFO  | Redirecting vkDestroyInstance(instance = 000001F491D55050, pAllocator = 0000000000000000) ...
15:21:37:599 [04360] | INFO  | Exiting ...
15:21:37:599 [04360] | INFO  | Uninstalling 405 hook(s) ...
15:21:37:615 [04360] | INFO  | Finished exiting.
> After that when trying to change the renderer back to dx11 for example so my games can work, just by clicking on the 'graphics' tab in dolphin emulator to do so immediately crashes the emulator. The only way I was able to change the renderer so games could work was to remove ReShade Vulkan from there and untick the global vulkan checkbox. Here's the log for that too
15:26:42:332 [02820] | INFO  | Initializing crosire's ReShade version '4.7.0.846' (64-bit) built on '2020-06-24 18:37:45' loaded from "C:\ProgramData\ReShade\ReShade64.dll" into "C:\Users\Jalaluddin\Documents\Dolphin\Dolphin.exe" ...
15:26:42:384 [02820] | INFO  | Registering hooks for "user32.dll" ...
15:26:42:385 [02820] | INFO  | > Libraries loaded.
15:26:42:385 [02820] | INFO  | > Found 14 match(es). Installing ...
15:26:42:398 [02820] | INFO  | Registering hooks for "ws2_32.dll" ...
15:26:42:398 [02820] | INFO  | > Libraries loaded.
15:26:42:398 [02820] | INFO  | > Found 8 match(es). Installing ...
15:26:42:411 [02820] | INFO  | Registering hooks for "C:\Windows\system32\d2d1.dll" ...
15:26:42:411 [02820] | INFO  | > Delayed.
15:26:42:411 [02820] | INFO  | Registering hooks for "C:\Windows\system32\d3d9.dll" ...
15:26:42:411 [02820] | INFO  | > Libraries loaded.
15:26:42:411 [02820] | INFO  | > Found 9 match(es). Installing ...
15:26:42:424 [02820] | INFO  | Registering hooks for "C:\Windows\system32\d3d10.dll" ...
15:26:42:424 [02820] | INFO  | > Delayed.
15:26:42:424 [02820] | INFO  | Registering hooks for "C:\Windows\system32\d3d10_1.dll" ...
15:26:42:424 [02820] | INFO  | > Delayed.
15:26:42:424 [02820] | INFO  | Registering hooks for "C:\Windows\system32\d3d11.dll" ...
15:26:42:424 [02820] | INFO  | > Libraries loaded.
15:26:42:424 [02820] | INFO  | > Found 2 match(es). Installing ...
15:26:42:437 [02820] | INFO  | Registering hooks for "C:\Windows\system32\d3d12.dll" ...
15:26:42:437 [02820] | INFO  | > Delayed.
15:26:42:437 [02820] | INFO  | Registering hooks for "C:\Windows\system32\dxgi.dll" ...
15:26:42:437 [02820] | INFO  | > Libraries loaded.
15:26:42:438 [02820] | INFO  | > Found 8 match(es). Installing ...
15:26:42:450 [02820] | INFO  | Registering hooks for "C:\Windows\system32\opengl32.dll" ...
15:26:42:450 [02820] | INFO  | > Libraries loaded.
15:26:42:451 [02820] | INFO  | > Found 360 match(es). Installing ...
15:26:42:469 [02820] | INFO  | Initialized.
15:26:42:471 [02820] | INFO  | Redirecting vkCreateInstance(pCreateInfo = 000000BBFB4F9E00, pAllocator = 0000000000000000, pInstance = 000000BBFB4FA130) ...
15:26:42:471 [02820] | INFO  | > Dumping enabled instance extensions:
15:26:42:471 [02820] | INFO  |   VK_KHR_get_physical_device_properties2
15:26:42:471 [02820] | INFO  |   VK_KHR_get_surface_capabilities2
15:26:42:471 [02820] | INFO  | > Requesting new Vulkan instance for API version 1.1 ...
15:26:42:499 [02820] | INFO  | Redirecting vkDestroyInstance(instance = 00000247E30FD520, pAllocator = 0000000000000000) ...
15:26:42:499 [02820] | INFO  | Exiting ...
15:26:42:499 [02820] | INFO  | Uninstalling 405 hook(s) ...
15:26:42:514 [02820] | INFO  | Finished exiting.
Last edit: 1 month 3 weeks ago by BigDuck. Reason: Post looked even more confusing so I re-wrote some more xD
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1 month 3 weeks ago #51 by BigDuck
Replied by BigDuck on topic 4.7

crosire wrote: I have no problem getting ReShade to run in Dolphin with backend set to Vulkan (latest from today, which is 5.0-11991), so you are likely missing something.
Most likely you still have an OpenGL installation of ReShade active for Dolphin, that needs to be uninstalled first (or else it will interfer).

I missed this message from you before and just noticed it now, well I guess this issue is only affecting AMD users then (Vega 56 user here) and I'm sure navi users too. Could you perhaps look into this again for us, I'm guessing this particular issue with Dolphin is exclusive to users of these AMD GPU's. Thank you again
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1 month 3 weeks ago - 1 month 3 weeks ago #52 by rmy
Replied by rmy on topic 4.7
When I alt+tab to windows and turning the game again, Nascar 2003 crashes (D3D error.) I FİXED FİNALLY.
Last edit: 1 month 3 weeks ago by rmy. Reason: fixed
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1 month 2 weeks ago #53 by Opprime
Replied by Opprime on topic 4.7
Any progress with solve issues with unity engine games?. I have problems in cinematics and chrases in wasteland 3 a Iron harvest. I hope that next release fix these bugs, thanks.
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1 month 2 weeks ago #54 by sajittarius
Replied by sajittarius on topic 4.7
Not sure if this has been asked recently? (I googled it and found some people asking 4 or 5 years ago, lol):

Would it be possible to add a hotkey to toggle FPS on and off? More of a quality of life request; I know we can just pull up the menu and hit the checkbox, but a direct shortcut key for this would be awesome.
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1 month 1 week ago #55 by portal2x2
Replied by portal2x2 on topic 4.7
What's the compiler used stoned? I can't compile a simple file it requires such heresy from me to fix, half of the semantics does not understand at all not PS2.0, not even PS1.x

Is it possible to improve it so that it is easier and more convenient to make shaders, and not to dance with a tambourine.
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1 month 1 week ago #56 by portal2x2
Replied by portal2x2 on topic 4.7
MXAO turns on the automatic quality control function and sends the system to a blue screen with error 116.
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1 month 1 week ago - 1 month 1 week ago #57 by Aztec2012
Replied by Aztec2012 on topic 4.7
4.7 version still not work in google chrome engine. Black screen on directx 9-10.
Last edit: 1 month 1 week ago by Aztec2012.
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1 month 1 day ago - 1 month 1 day ago #58 by Shady
Replied by Shady on topic 4.7

bugmenot wrote: Is it possible to render a game in lower resolution and apply shader effects in higher resolution?

That should be possible if the shader at the end downscales the image again?
e.g.:
-render game in 1280x720,
-bilinear upscale it to 1920x1080
-apply shader effects
-downscale to 1280x720 again
Last edit: 1 month 1 day ago by Shady.
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4 weeks 18 hours ago #59 by Opprime
Replied by Opprime on topic 4.7
Plese fix the unity engine problems in future versions, thanks in advice for your work.
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3 weeks 1 day ago #60 by ShaneRPhillips
Replied by ShaneRPhillips on topic 4.7
Found a bug in 4.7 that I've never seen before so I thought i'd report it... There is a bug that causes skybox textures to fail to load in Penumbra: Black Plague, leading to a white void around the map. I've verified that the issue is related to reshade as the only way I can reproduce the issue is when reshade is loaded. If it's of any help the log is linked below.

Image for illustration: postimg.cc/HcrmJ2K7

Log: www.mediafire.com/file/hfblpmu5zxfrnab/OPENGL32.log/file
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