5.0
- crubino
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When I try to run Star Citizen, I get the following error, because it is detected by Easy AntiCheat. Which with version 4.9.1 of Reshade had no problems. I don't know what is wrong or what file creates conflict, according to the Message it says:
"An unsupported graphics card has been detected. If you keep Running the game, you may experience unexpected effects or the program may stop working. Please check the manual for more information about system requirements.
**[vendor id=0x0000, device id=0x0000]"
My graphics card is a Radeon RX 5700 XT with the latest drivers installed.
Be patient mate, this is just 1 day released. Let them (Chris and his crew) verified Reshade 5.0 runtime hook, and then they will give "white flag" for that
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- yheon
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give feedback
Game 「Nioh 2: The Complete Edition」 version 1.25.
Version 4.9.1 is compatible with "Nioh 2 Mod Enabler 1.1". But this version doesn't even run the game.
I tried it with a fresh installation, because I tried to update the 1.28.06 CODEX and couldn't play it, so I found that ReShade came out with 5.0 and it was incompatible.
I changed the download address number of 5.0 to 4.9.1, reinstalled it, and can play now.
Hope to help everyone.
Game 「Nioh 2: The Complete Edition」 version 1.25.
Version 4.9.1 is compatible with "Nioh 2 Mod Enabler 1.1". But this version doesn't even run the game.
I tried it with a fresh installation, because I tried to update the 1.28.06 CODEX and couldn't play it, so I found that ReShade came out with 5.0 and it was incompatible.
I changed the download address number of 5.0 to 4.9.1, reinstalled it, and can play now.
Hope to help everyone.
Last edit: 2 years 2 months ago by yheon.
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- ScreamerofStars
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2 years 2 months ago - 2 years 2 months ago #23
by ScreamerofStars
Replied by ScreamerofStars on topic 5.0
Tested with World of Warcraft 1.12.1 Client, which reshade used to read as both D3D9 and OpenGL as of 4.9, 5.0 reads only as d3d9 now
4.9 works well with the client and ingame, but 5.0 has issues, some like random crashes, and Screen zoom Panning to the top right of the screen when you click on a NPC or mess with the ingame camera with the mouse, and each reshade effect increases the zoom, like if it is on VR mode.
imgur.com/a/zGHapRA
4.9 works well with the client and ingame, but 5.0 has issues, some like random crashes, and Screen zoom Panning to the top right of the screen when you click on a NPC or mess with the ingame camera with the mouse, and each reshade effect increases the zoom, like if it is on VR mode.
imgur.com/a/zGHapRA
Last edit: 2 years 2 months ago by ScreamerofStars.
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- USAS
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- Alfredo
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Depth buffer don't work in STAR WARS™ Republic Commando, Star Wars Dark Forces 2 Jedi Knight, System Shock 2, The Chronicles of Riddick: Escape from Butcher Bay and The Chronicles of Riddick: Assault on Dark Athena, Condemned Criminal Origins, Clive Barkers Undying.
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- crosire
- Topic Author
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There is no option to install ReShade globally anymore, can just select Wolfenstein in the game list and install ReShade like for other games.Wolfenstein The new colossus : i haven't found the option "Enable/disable Reshade in Vulkan globally", so i am stucked in the 4.91 version
There is currently a bug that causes the Vulkan loader to ignore ReShade for 32-bit Vulkan games, which I'm assuming is what you are running into here (and all the others reporting issues with Vulkan).Honestly I haven't made deep tests, but just tried with GTAIV using Vulkan and the hook isn't going.
And I uninstalled the Global Vulkan of 4.9.1 version as you said.
I guess that DXVK is causing some incompatibility?
Whoops, nope. Is fixed by github.com/crosire/reshade/commit/31764d...fe9d83693eadfb084d0c .Well, it DOES save to d3d9.ini, but it can't load the next time you launch the game. Is it intended?
This is still possible. Just click the checkbox of an effect package two times so that it is filled out (second click) instead of checked (first click). The only thing that changed is the order (previously it was filled out first, then checked, now it is checked first, then filled out, since that's the default of Windows).Edit: Damn, forgot to "ask" lol, please Crosire...tell me if I'm doing something wrong, or if you can put back the option to select individual effects from each package.
In previous ReShade versions this config entry was called "FileNamingFormat", so that would surprise me? Are you sure this didn't just get broken by one of the custom builds in the meantime (from when I was still tinkering with that before the release)?Also, not exactly a bug, but probably not the best behavior - Existing reshade.ini's, when 5.0 is installed, have the "FileNaming" key default to just "0", which causes every single screenshot to be named "0" (and thus get overwritten), rather than defaulting to "FileNaming=%AppName% %Date% %Time%"
So very helpful.PS: New installer is weird.
The legacy effect package is no longer in the list, since nobody maintains it and it caused issues with duplicates before.There's some effects missing from 5.0
AdaptiveSharpen
FilmicPass
Colorfulness
Just to name a few. They work fine with 5.0. But arent included in the installer as they were in 4.9.1. Is this by design? I use these a bit and it will make things tedious by having to organize them all. Like say i run 4.9.1 and then 5.0 installers, there will be duplicate shaders in sub folders and what not.
Make sure MSAA is disabled and try the "Copy depth before clear operations" option.I'm still having trouble with The Last Campfire. Unity, OpenGL. There is a depth buffer with the correct resolution, but it doesn't seem to contain any depth information.
It's a crude example for developers and as such only source code is available (at github.com/crosire/reshade/tree/main/examples ).Where can I get the TexMod addon?
They are gone and won't come back.I'm missing the legacy effects?
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- lowenz
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- aufkrawall
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- lowenz
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Ah, addendum.
Is it really necessary to call "d3d9.ini" and "dxgi.ini" the dedicated config files? 'cause those names are already used by some wrappers.....isn't is possible to call them "ReShade_D3D9.ini" and "ReShade_DXGI.ini" or something like that?
Is it really necessary to call "d3d9.ini" and "dxgi.ini" the dedicated config files? 'cause those names are already used by some wrappers.....isn't is possible to call them "ReShade_D3D9.ini" and "ReShade_DXGI.ini" or something like that?
Last edit: 2 years 2 months ago by lowenz.
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- crosire
- Topic Author
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It's called the same way the DLL is called. If the DLL is called d3d9.dll, it will be d3d9.ini, if it is called ReShade0815.dll, then it is ReShade0815.ini. So it can't really clash with another wrapper, since you'd have overwritten the DLL already anyway.Ah, addendum.
Is it really necessary to call "d3d9.ini" and "dxgi.ini" the dedicated config files? 'cause those names are already used by some wrappers.....isn't is possible to call them "ReShade_D3D9.ini" and "ReShade_DXGI.ini" or something like that?
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- Johnny_9999
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As of 5.0 none of the presets for Fallout New Vegas at least on Nexus are compatible and show a black screen upon enabling the effects, I know I installed it right. Does anyone know of an alternative site for which to download presets? I tried Googling but it only showed Nexus ones, they worked on 4.9.1 I am at a loss as if it is on my end or this. I hope maybe someone else had this issue and fixed it and would be willing to share.
Last edit: 2 years 2 months ago by Johnny_9999.
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- Jesped
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depth buffer access work in a many games where it previously did not (in fact I have yet to encouter a game where it doesn't work, after tinkering with the provided options)
Sooo... do we finally get Depth Buffer in Forza Horizon 5?
Was going to test it but I get a crash to desktop in Forza Horizon 5, either trying to enter the game or the settings menus. With both addon and "single player" versions.
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- Henriquelj
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- Ruuttu
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Exciting release! I was unfortunately unlucky and found a problem with the first game I tried. In Fallout 3, enabling almost any of the standard effects creates a black screen. I'm running Windows 11 and confirmed this issue is specific to Fallout 3 (another game worked as expected).
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- crosire
- Topic Author
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The black screen and/or broken rendering with many effects active bug is D3D9 specific and fixed by
github.com/crosire/reshade/commit/d00a92...f8ed1f404f4e4e7893b9
. There will be a hotfix release with that soonish.
Last edit: 2 years 2 months ago by crosire.
The following user(s) said Thank You: Niko of Death, AlucardDH, zerkalo
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- solidforger
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- brazzjazz
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A lot of effort has surely gone into this, I thoroughly appreciate how you keep working on this for months and years without much recognition or funds, I'd almost say selflessly enabling a whole ecosystem to thrive on top of this formidable tool. Thank you, Crosire.
Last edit: 2 years 2 months ago by brazzjazz.
The following user(s) said Thank You: crosire, Viper_Joe
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- Wakkadoo
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Hey there! I'm excited for SteamVR support and I look forward to testing it out where I can. For my first game, I'm testing it out in the newly released Zenith MMO. It is a unity based game and unfortunately I am only getting visuals in my left eye. On an older reshade version I only had visuals in the right eye. It's related to the game because the I can still bring up the mixed reality menu and steam dashboard. If it helps, my headset is Samsung Odyssey Plus. I will try to mess around with it some more and see if I make any progress, just want to put the information out there in case anybody else comes looking.
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- Niko of Death
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Can confirm that this fixes both issues, and that I can get depth again on Witcher and Max Payne.The black screen and/or broken rendering with many effects active bug is D3D9 specific and fixed by github.com/crosire/reshade/commit/d00a92...f8ed1f404f4e4e7893b9 . There will be a hotfix release with that soonish.
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- vorn
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Hello, congrats on the release. I noticed that
Improved performance and binary size by disabling exceptions, RTTI and switching to fast floating-point model
are likely compiler options. Was --ffast-math enabled when building? This can lead to incorrect floating point calculations. I'd be curious as to the relative performance improvement of enabling fast-math? Many moons ago when working with FP heavy code correctness was required, so we never enabled it.
Improved performance and binary size by disabling exceptions, RTTI and switching to fast floating-point model
are likely compiler options. Was --ffast-math enabled when building? This can lead to incorrect floating point calculations. I'd be curious as to the relative performance improvement of enabling fast-math? Many moons ago when working with FP heavy code correctness was required, so we never enabled it.
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