4.8
- Aztec2012
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OtisInf wrote:
I use 4.8.2 build from source in rdr2 and it works fine when using dx12. Do you use vulkan? when you switch to dx12 does it work then?Aztec2012 wrote: Red Dead Redemption 2 not starting on 4.8.2. On 4.7 all works fine.
I use Vulkan. I cant switch to dx12. My videocard not full supported dx12.
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- Skinner
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I don't know if I'm doing something wrong, the engine/game simply is not suitable (depth acces) or what, but I still cann't RTGI getting to work in Far Cry 5 and Chernobylite.
Probably more, I'm still transferring all my games to this piece of art called RTGI, it enhance my games so beatifully!
Probably more, I'm still transferring all my games to this piece of art called RTGI, it enhance my games so beatifully!
Last edit: 3 years 5 months ago by Skinner.
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- villings
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I don't know what game are you using but -- I'm playing fallout 4, rolled back a couple versions and eveything works fine. I know it's not the ideal solution but you can always check back here and see when all the little inconveniences are finally solved.SpajdrEX wrote: Is there a option to disable when installing reshade a shaders that currently does not work with reshade 4.8.2? I mean like half of them shows various errors or show error later when you try to run them.
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- DaelosTheCat
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Would anyone happen to know how to get ReShade to remember a selected depth buffer? With some games ReShade automatically detects the correct one. But sometimes I need to manually select it in the Dx11 tab. However, upon restart (or alt-tab) it resets. How do I get ReShade to stick to the selected depth buffer after restart?
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- Cruhquet
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Hi, when I updated to 4.8 my effect values are gone- I can't configure the values of the effects I use. Tried reloading, nothing. Help!
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- crosire
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Pull up the blue line at the bottom of the window.
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- YusufCardinal
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Has the way the depth buffer is being fetched changed since 4.3.0? I updated the plugin and can no longer enjoy those effects on some of my OpenGL games
By the way, thank you for the incredible work
By the way, thank you for the incredible work
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- lowenz
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Issue in Bloodrayne (original release from 2002, not the Terminal Cut), using d3d8to9 converter (lastest version, provided binaries or self-built ones). The issue is NOT present using dgVoodoo2 (dgVoodoo2+ReShade -> works like a charm) !
ReShade initializes but I can't see nothing on screen.
Log:
14:18:19:204 [01772] | INFO | Initializing crosire's ReShade version '4.8.2.930' (32-bit) built on '2020-10-31 14:07:19' loaded from "E:\BloodRayne\d3d9.dll" into "E:\BloodRayne\rayne.exe" ...
14:18:19:220 [01772] | INFO | Registering hooks for "user32.dll" ...
14:18:19:220 [01772] | INFO | > Libraries loaded.
14:18:19:220 [01772] | INFO | > Found 14 match(es). Installing ...
14:18:19:235 [01772] | INFO | Registering hooks for "ws2_32.dll" ...
14:18:19:235 [01772] | INFO | > Libraries loaded.
14:18:19:235 [01772] | INFO | > Found 8 match(es). Installing ...
14:18:19:251 [01772] | INFO | Registering hooks for "C:\WINDOWS\system32\d2d1.dll" ...
14:18:19:251 [01772] | INFO | > Delayed.
14:18:19:251 [01772] | INFO | Registering hooks for "C:\WINDOWS\system32\d3d9.dll" ...
14:18:19:251 [01772] | INFO | > Delayed until first call to an exported function.
14:18:19:251 [01772] | INFO | Registering hooks for "C:\WINDOWS\system32\d3d10.dll" ...
14:18:19:251 [01772] | INFO | > Delayed.
14:18:19:251 [01772] | INFO | Registering hooks for "C:\WINDOWS\system32\d3d10_1.dll" ...
14:18:19:251 [01772] | INFO | > Delayed.
14:18:19:251 [01772] | INFO | Registering hooks for "C:\WINDOWS\system32\d3d11.dll" ...
14:18:19:251 [01772] | INFO | > Delayed.
14:18:19:251 [01772] | INFO | Registering hooks for "C:\WINDOWS\system32\d3d12.dll" ...
14:18:19:251 [01772] | INFO | > Delayed.
14:18:19:251 [01772] | INFO | Registering hooks for "C:\WINDOWS\system32\dxgi.dll" ...
14:18:19:251 [01772] | INFO | > Delayed.
14:18:19:251 [01772] | INFO | Registering hooks for "C:\WINDOWS\system32\opengl32.dll" ...
14:18:19:251 [01772] | INFO | > Delayed.
14:18:19:251 [01772] | INFO | Initialized.
14:18:19:251 [01772] | INFO | Redirecting Direct3DCreate9(SDKVersion = 32) ...
14:18:19:251 [01772] | INFO | Installing export hooks for "C:\WINDOWS\system32\d3d9.dll" ...
14:18:19:251 [01772] | INFO | > Found 9 match(es). Installing ...
14:18:19:302 [01772] | INFO | Redirecting Direct3DCreate9(SDKVersion = 32) ...
14:18:20:588 [01772] | INFO | Exiting ...
14:18:20:588 [01772] | INFO | Uninstalling 36 hook(s) ...
14:18:21:668 [01772] | INFO | Finished exiting.
ReShade initializes but I can't see nothing on screen.
Log:
14:18:19:204 [01772] | INFO | Initializing crosire's ReShade version '4.8.2.930' (32-bit) built on '2020-10-31 14:07:19' loaded from "E:\BloodRayne\d3d9.dll" into "E:\BloodRayne\rayne.exe" ...
14:18:19:220 [01772] | INFO | Registering hooks for "user32.dll" ...
14:18:19:220 [01772] | INFO | > Libraries loaded.
14:18:19:220 [01772] | INFO | > Found 14 match(es). Installing ...
14:18:19:235 [01772] | INFO | Registering hooks for "ws2_32.dll" ...
14:18:19:235 [01772] | INFO | > Libraries loaded.
14:18:19:235 [01772] | INFO | > Found 8 match(es). Installing ...
14:18:19:251 [01772] | INFO | Registering hooks for "C:\WINDOWS\system32\d2d1.dll" ...
14:18:19:251 [01772] | INFO | > Delayed.
14:18:19:251 [01772] | INFO | Registering hooks for "C:\WINDOWS\system32\d3d9.dll" ...
14:18:19:251 [01772] | INFO | > Delayed until first call to an exported function.
14:18:19:251 [01772] | INFO | Registering hooks for "C:\WINDOWS\system32\d3d10.dll" ...
14:18:19:251 [01772] | INFO | > Delayed.
14:18:19:251 [01772] | INFO | Registering hooks for "C:\WINDOWS\system32\d3d10_1.dll" ...
14:18:19:251 [01772] | INFO | > Delayed.
14:18:19:251 [01772] | INFO | Registering hooks for "C:\WINDOWS\system32\d3d11.dll" ...
14:18:19:251 [01772] | INFO | > Delayed.
14:18:19:251 [01772] | INFO | Registering hooks for "C:\WINDOWS\system32\d3d12.dll" ...
14:18:19:251 [01772] | INFO | > Delayed.
14:18:19:251 [01772] | INFO | Registering hooks for "C:\WINDOWS\system32\dxgi.dll" ...
14:18:19:251 [01772] | INFO | > Delayed.
14:18:19:251 [01772] | INFO | Registering hooks for "C:\WINDOWS\system32\opengl32.dll" ...
14:18:19:251 [01772] | INFO | > Delayed.
14:18:19:251 [01772] | INFO | Initialized.
14:18:19:251 [01772] | INFO | Redirecting Direct3DCreate9(SDKVersion = 32) ...
14:18:19:251 [01772] | INFO | Installing export hooks for "C:\WINDOWS\system32\d3d9.dll" ...
14:18:19:251 [01772] | INFO | > Found 9 match(es). Installing ...
14:18:19:302 [01772] | INFO | Redirecting Direct3DCreate9(SDKVersion = 32) ...
14:18:20:588 [01772] | INFO | Exiting ...
14:18:20:588 [01772] | INFO | Uninstalling 36 hook(s) ...
14:18:21:668 [01772] | INFO | Finished exiting.
Last edit: 3 years 5 months ago by lowenz.
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- Light5hade
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- crosire
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- Light5hade
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Crosire, Thanks for replying. I really appreciate you and Reshade. I have been using it for most of my games since the SweetFX only days and this is my first time posting. All previous releases did not require seeing these utility shaders. Also when I install 4.82 there is an extra dx11 tab that pops up? Perhaps I will just stay with 4.7? I guess I would consider myself the average user and this is just my two cents for what it is worth.
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- dark1970
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When the game is minimized in d3d9 mode (Black Mesa and G String), all memory is sharply clogged (from 5GB to 16GB) and the crash! 8700k 1070 16GB Windows 10x64 20H2! Crashes with Reshade 4.8.0 --- 4.8.2! With Reshade 4.7.0 works fine!
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- Torzi
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Hello, I'm trying to get Cyberpunk 2077 working with SuperDepth3D, and I'm pretty sure I found the reason why it's not. I was wondering if you had any input on solutions.
I see in the aspect ratio heuristics section of \d3d12\state_tracking.cpp (at line 256), that it's picking the depth map with the greatest number of draw calls or vertices. There are typically two maps at the game's resolution for each screen, but sometimes as many as four (that I've seen). What I've found is that the proper depth map for this game typically has the second highest counts for both calls and vertices. There is also a game setting that will corrupt this map, but doesn't cause a problem if left alone (Color Precision must be left at High).
Manually selecting/locking the proper map works sporadically, but usually causes the game to crash. What's the best way to get Reshade to pick that map with the 2nd highest count automatically for each scene? And out of curiosity, has any other game ever worked like this?
I see in the aspect ratio heuristics section of \d3d12\state_tracking.cpp (at line 256), that it's picking the depth map with the greatest number of draw calls or vertices. There are typically two maps at the game's resolution for each screen, but sometimes as many as four (that I've seen). What I've found is that the proper depth map for this game typically has the second highest counts for both calls and vertices. There is also a game setting that will corrupt this map, but doesn't cause a problem if left alone (Color Precision must be left at High).
Manually selecting/locking the proper map works sporadically, but usually causes the game to crash. What's the best way to get Reshade to pick that map with the 2nd highest count automatically for each scene? And out of curiosity, has any other game ever worked like this?
Last edit: 3 years 4 months ago by Torzi. Reason: Images
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- Martigen
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Just wanted to add that I was going to post something to see if @Crosire could create a fix, but you did a better job of explaining what appears to be happening.Torzi wrote: Hello, I'm trying to get Cyberpunk 2077 working with SuperDepth3D, and I'm pretty sure I found the reason why it's not. I was wondering if you had any input on solutions.
I'm not using Superdepth3D, just Marty's RTGI, but the same issue applies of course with the depth buffer.
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- OtisInf
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If it helps, selecting the depth buffer using 4.7 doesnt crash the game.
Manually selecting the buffers is often a minigame in itself as every other frame a new one pops up and due to the sorting things flip a lot up and down so checking the right checkbox is... hard
Manually selecting the buffers is often a minigame in itself as every other frame a new one pops up and due to the sorting things flip a lot up and down so checking the right checkbox is... hard
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- Tojkar
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OtisInf wrote: If it helps, selecting the depth buffer using 4.7 doesnt crash the game.
I cannot agree with you on this. The crashes are seemingly more random. Sometimes it allows to play many hours, sometimes it crashes before even loading the game many times in a row. For some reason rebooting computer seems to help a little. As the crashes are more frequent and random, I cannot be 100% sure changing depth buffer crashes, but I've definitely had it crash too many times to be usable even in that situation.
4.8 is definitely more stable, but anything depth related is useless. I've had it crash even when just enabling a new shader that uses depth. When ignoring anything that uses depth buffer, the game hasn't crashed once.
Last edit: 3 years 4 months ago by Tojkar.
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- Torzi
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I don't have any problems selecting the buffer... I think the issues arise from keeping Reshade locked to that specific buffer. Changing in-game graphics settings usually cause a crash fairly quickly. Just a guess, but I'd bet when the map get reinitialized (or dumped, and created somewhere else), that's when the crash occurs.
The bigger issue comes later. Early in the game (at least on my play-through), the locked buffer did actually get reused as I moved from screen to screen. I was able to make it a good way into the 'prologue' by not touching the settings. There's a really strange transition point though where that no longer works, and all of a sudden each new screen uses a different depth buffer. Re-using the old one corrupts the image with a lot of black area. This is makes the city map screen unusable unless you go in and select the buffer again. But if you keep that new one locked, and switch back to the world view, the game crashes.
Very odd behavior. I can even reload an old save where everything is sorta working fine, but then you hit this wall (usually causing a crash), and it no longer works past that point.
The bigger issue comes later. Early in the game (at least on my play-through), the locked buffer did actually get reused as I moved from screen to screen. I was able to make it a good way into the 'prologue' by not touching the settings. There's a really strange transition point though where that no longer works, and all of a sudden each new screen uses a different depth buffer. Re-using the old one corrupts the image with a lot of black area. This is makes the city map screen unusable unless you go in and select the buffer again. But if you keep that new one locked, and switch back to the world view, the game crashes.
Very odd behavior. I can even reload an old save where everything is sorta working fine, but then you hit this wall (usually causing a crash), and it no longer works past that point.
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- gottenspell
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- crosire
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First week(s) of next year approximately. I won't get to it around the holidays this year anymore.
Last edit: 3 years 4 months ago by crosire.
The following user(s) said Thank You: Marty, mirt81, gottenspell
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