4.7

  • Posts: 118
3 weeks 6 days ago #41 by acknowledge
My test suggests that reshade works in diablo 2 in opengl mode when used together with GLIDE3-to-OpenGL-Wrapper

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  • Posts: 76
3 weeks 4 days ago #42 by aufkrawall
@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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  • Posts: 12
3 weeks 23 hours ago - 2 weeks 6 days ago #43 by bugmenot
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.

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  • Posts: 3
1 week 1 day ago #44 by keybreak
@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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  • Posts: 3750
1 week 9 hours ago #45 by crosire

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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  • Posts: 3
6 days 20 hours ago #46 by keybreak
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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  • Posts: 1
5 days 16 hours ago #47 by phazdelta
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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  • Posts: 76
3 days 22 hours ago #48 by aufkrawall

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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