4.9

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8 months 4 weeks ago #41 by dborosev
Replied by dborosev on topic 4.9
AWESOME work!   AC: Valhalla works beautifully now in the menus!
Great job fixing that bug!   You guys rock.

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8 months 3 weeks ago #42 by rapozaum
Replied by rapozaum on topic 4.9
Idk if this is the appropriate place to post this, but the last version of ReShade + the PLuZs Simple Realistic Sharpened ReShade from NexusMod makes my entire pc crash and reboot when playing Valhalla.
Idk how to provide better info but I'm willing to, so any advice is appreciated.

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8 months 3 weeks ago #43 by rapozaum
Replied by rapozaum on topic 4.9

AWESOME work!   AC: Valhalla works beautifully now in the menus!
Great job fixing that bug!   You guys rock.

What issue did you have?

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8 months 3 weeks ago #44 by Blue
Replied by Blue on topic 4.9
4.9.0 was working perfectly World of Warcraft in DX11 mode until I updated to 4.9.1. After a random time (could be a few minutes to around 10 ish) the game with minimizing for a few seconds then come back on with reshade reloading message at the top.
 
The following user(s) said Thank You: bwooster

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8 months 2 weeks ago - 8 months 2 weeks ago #45 by Renlang
Replied by Renlang on topic 4.9
Not working for Mafia: Definitive Edition, dxgi.dll does not start the game, when this file is deleted, everything is fine. V4.9.1 and 4.9.0
Last edit: 8 months 2 weeks ago by Renlang.

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8 months 10 hours ago - 8 months 10 hours ago #46 by Khronikos
Replied by Khronikos on topic 4.9
Could we just get a simple menu option to turn off the Reshade UI on boot of a game? I know this is not high priority, but I am slightly annoyed by it. I know where I have Reshade installed, and I would rather not have these disappearing UIs with alerts popping on every game start.

Like I said seriously minor, but please consider it in the future.
Last edit: 8 months 10 hours ago by Khronikos.

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7 months 3 weeks ago #47 by mirh
Replied by mirh on topic 4.9
I'm not sure where to report bugs for default shaders (or reshade?)
Anyway, if you start a game (Mass Effect at least in my case), and then lower the resolution, the DisplayDepth "split view" will be shifted more or less off screen.

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7 months 2 weeks ago #48 by Opprime
Replied by Opprime on topic 4.9.1
Still the issues with games that uses the Unity Engine, more of them in cutscenes and videos. Thanks.

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7 months 1 day ago #49 by piltrafus
Replied by piltrafus on topic 4.9

Added effect caching
Compiled effects are now cached to disk, so that subsequent loads can use the cached data to speed up loading significantly. By default the cache is stored in %TEMP%, so that it can be shared across all ReShade installations. To override the location, change the "IntermediateCachePath" option under "[GENERAL]" in ReShade.ini . There is a new button on the Settings tab to clear the cache (sometimes necessary to ensure changes to effect files are applied).


Crosire, I'm really interested in the potential for the new effects caching. A few quetions.

-Do the cached effects work on different resolutions? or a resolution change always require a recompiling?
-Could you delete the source effect files and just work with the cached files?
-Could this evolve in a system to store "cooked" presets? So you could store just the cache of a setup that works in case the source files change?

, thanks again for this amazing tool.

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7 months 1 day ago - 7 months 1 day ago #50 by crosire
Replied by crosire on topic 4.9

-Do the cached effects work on different resolutions? or a resolution change always require a recompiling?

Yes and no, resolution is baked into the source via the preprocessor, so changing resolution will require recompilation. But ReShade can cache multiple variants of an effect, so if you e.g. switch between two resolutions, it will only have to compile on their first respective use and will use the cached result afterwards.

-Could you delete the source effect files and just work with the cached files?

No, ReShade still needs to parse information from the source files (e.g. to figure out which files an effect includes). Only the preprocessor and HLSL compiler output are cached, the ReShade FX parser still runs every time (but it's fast enough for that to not matter).

-Could this evolve in a system to store "cooked" presets? So you could store just the cache of a setup that works in case the source files change?

The cache is system specific and sharing it wouldn't work.
Last edit: 7 months 1 day ago by crosire.
The following user(s) said Thank You: piltrafus

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6 months 4 weeks ago - 6 months 4 weeks ago #51 by Selvy
Replied by Selvy on topic 4.9
Hi, and thanks for this update!

In my DX9 game, half the maps require a "Clear 1" depth buffer ("stencil object?") to be ticked for depth buffer access, and the other half the "Clear 2" box.

Is there any way (via mod or otherwise) to either:
a) have ReShade remember which depth buffer to tick in whichever scenario, or
b) tell it to automatically tick the Clear item with the most vertices / whose vertex count changed most recently?

I think any of these implementations would solve the issue.

I will say, these recent updates fixed issues where the active buffer / stencil object would change by camera angle (as long as I also tick the "0xNumbers" item above the Clear # list), so it's an improvement. But now the depth buffer access either exists consistently or not at all depending on the map and the buffer ticked.
Last edit: 6 months 4 weeks ago by Selvy.

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6 months 4 weeks ago - 6 months 4 weeks ago #52 by Selvy
Replied by Selvy on topic 4.9
Correction: If I understood correctly, the 0x##### items on the depth buffer list are depth buffers and the Clear # items correspond to stencil objects within a buffer. So, in my case, I'd want a way to always have the active stencil object (which is always or almost always the one with the most vertices) ticked.

Edit: Oh, it seems just unticking the "Clear" items and simply ticking the main buffer has it working fine in many (though not all) of those places. Was quite the contrary before 4.9, so it didn't occur to try that. Resuming testing.
Last edit: 6 months 4 weeks ago by Selvy.

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6 months 4 weeks ago #53 by Fielran
Replied by Fielran on topic 4.9
Are there any plans to re-implement the old Source Engine buffer detection fix? It looks like something else has been implemented for actual source engine games, but it was also the only I found to get depth buffer detection working correctly on the older Assassin's Creed games. If not, is there any other way to get AC games working on the newer releases of ReShade? When I tried on the current release, I had to set the depth buffer manually, and the effects continued using the same geometry when the scene changed - ie, AO showed the outline of Desmond and the Animus after the game scene shifted to Altair.

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6 months 4 weeks ago #54 by Selvy
Replied by Selvy on topic 4.9
Incidentally, my game also uses the Source Engine, so I'd also be interested in the above fix, in case it also helped with automatically choosing the correct depth buffer / "Clear" item.

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6 months 5 days ago #55 by Daemonjax
Replied by Daemonjax on topic 4.9
The shader compiler cache is just magical. So very appreciated!

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6 months 4 hours ago #56 by Batclark
Replied by Batclark on topic 4.9
I Don't know if this is the right place to write this or if this is even how you write this, but MXAO doesn't work at all in any game I tried it on.. this is disapointing because I've used it before and it wroked perfectly fine.. is there anything I can do to fix it?

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5 months 3 weeks ago #57 by ODSTAT1
Replied by ODSTAT1 on topic 4.9
What was the last version of Reshade that could be opened with shift+f2 or fn+f2?

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5 months 3 weeks ago #58 by Martigen
Replied by Martigen on topic 4.9
Hey Crosire, bug to report I think --

In both The Long Dark and the recently released Legend Of Keepers, the intro video and any in-game video cutscenes (that is, not rendered real-time) display at roughly 1fps, skipping and pausing and becoming unwatchable. Removing Reshade, the videos play normally.

Both games are Unity based. Both games are loading the videos as .mp4 files.

This is with the current 4.9.1 release.
 

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5 months 3 weeks ago #59 by ScreamerofStars
Replied by ScreamerofStars on topic 4.9
I wish crosire could attend this directly to Yamagi quake 2 devs at github if its an issue on both parts or not
But reshade isnt working with YamagiQ2 source port on OpenGL 3.2, the screen goes black if chosing MXAO or orther filters
OpenGL 1.4 works fine

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5 months 2 weeks ago #60 by jaNoska
Replied by jaNoska on topic 4.9
Hi, Reshade Work with in game Ray Tracing ?( not Marty McFly shader) thanks the answer!

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